Пример #1
0
    public void RemoveWire(GUI_HackingWire wireUI)
    {
        //Temporary. We should eventually sync this up with a a unified server/client check for whether someone can remove a wire from the hacking process.
        Pickupable handItem = PlayerManager.LocalPlayerScript.Equipment.ItemStorage.GetActiveHandSlot().Item;

        if (handItem == null || !Validations.HasItemTrait(handItem.gameObject, CommonTraits.Instance.Wirecutter))
        {
            return;
        }

        if (wireUI.StartNode == null || wireUI.EndNode == null)
        {
            return;
        }

        HackingNode outputNode = wireUI.StartNode.HackNode;
        HackingNode inputNode  = wireUI.EndNode.HackNode;

        outputNode.RemoveConnectedNode(inputNode);
        SoundManager.PlayNetworkedAtPos(Wirecut, PlayerManager.LocalPlayerScript.WorldPos);

        //If we're on client, network to the server the changes we made.
        if (!IsServer)
        {
            int   outIndex           = hackNodes.IndexOf(outputNode);
            int   inIndex            = hackNodes.IndexOf(inputNode);
            int[] connectionToRemove = { outIndex, inIndex };
            RemoveHackingConnection.Send(PlayerManager.LocalPlayerScript.gameObject, hackProcess.gameObject, connectionToRemove);
        }

        hackingWires.Remove(wireUI);
        Destroy(wireUI.gameObject);
    }
Пример #2
0
    /// <summary>
    /// Remove a connection between two nodes. keyOutput is the index of the output node, similar for key input.
    /// </summary>
    /// <param name="keyOutput"></param>
    /// <param name="keyInput"></param>
    public virtual void RemoveNodeConnection(int keyOutput, int keyInput)
    {
        HackingNode outputNode = GetHackNodes()[keyOutput];
        HackingNode inputNode  = GetHackNodes()[keyInput];

        if (outputNode != null && inputNode != null && outputNode.IsOutput && inputNode.IsInput)
        {
            outputNode.RemoveConnectedNode(inputNode);
        }
    }
Пример #3
0
    public virtual void RemoveNodeConnection(int[] connection)
    {
        if (connection.Length != 2)
        {
            return;
        }

        HackingNode outputNode = GetHackNodes()[connection[0]];
        HackingNode inputNode  = GetHackNodes()[connection[1]];

        if (outputNode != null && inputNode != null && outputNode.IsOutput && inputNode.IsInput)
        {
            outputNode.RemoveConnectedNode(inputNode);
        }
    }