internal void SendObeliskBroken(IWorldClient client, Obelisk obelisk) { using var packet = new Packet(PacketType.OBELISK_CHANGE); packet.Write(obelisk.Id); packet.Write((byte)obelisk.ObeliskCountry); client.SendPacket(packet); }
public ObeliskUnit(Obelisk obelisk) { Id = obelisk.Id; ObeliskCountry = obelisk.ObeliskCountry; X = obelisk.PosX; Z = obelisk.PosZ; }
public void OnEnter() { var selectedTarget = obeliskSelector.GetTarget().GetComponent <Obelisk>(); timer = buildTime; cachedTarget = selectedTarget; Finished = false; }
public void OnExit() { if (currentInstance == null) { return; } Object.Destroy(currentInstance.gameObject); currentInstance = null; }
private bool CheckCanExtract() { var currentTarget = infusedObeliskSelector.GetTarget(); if (currentTarget == null) { return(false); } cachedTarget = currentTarget.GetComponent <Obelisk>(); return(cachedTarget != null); }
public ObeliskWithActiveState(Obelisk obelisk) { Id = obelisk.Id; CodexdataId = obelisk.CodexdataId; IsBroken = obelisk.IsBroken; Number = obelisk.Number; ObeliskgroupId = obelisk.ObeliskgroupId; Created = obelisk.Created; Updated = obelisk.Updated; Codexdata = obelisk.Codexdata; Obeliskgroup = obelisk.Obeliskgroup; }
// Check if the needed content files have been patched. private static bool IsContentPresent(Obelisk o) { Dictionary <string, string> blueprintDict = Game1.content.Load <Dictionary <string, string> >(PathUtilities.NormalizePath("Data/Blueprints")); if (!blueprintDict.ContainsKey(o.InternalName)) { Monitor1.Log($"{o.InternalName}: Content not present."); return(false); } var texture = Game1.content.Load <Texture2D>(PathUtilities.NormalizePath("Buildings/" + o.InternalName)); Monitor1.Log($"{o.InternalName}: Content is present. Content == null = {texture == null}."); return(texture != null); }
void OnCollisionEnter(Collision collision) { if (collision.relativeVelocity.magnitude > minMagToTrigger) { triggered = true; if (collision.collider.gameObject.name == "NearestObelisk") { Animator anim = intelligentSphere.GetComponent <Animator>(); anim.SetTrigger("ApproachPlayer"); Obelisk ob = collision.collider.gameObject.GetComponent <Obelisk>(); ob.IveBeenHit(); } } }
//When enemies' hitboxes collide with undestroyed defences, set it as their target private void OnTriggerEnter(Collider col) { if (col.CompareTag("Defence")) { Obelisk obelisk = col.gameObject.GetComponent <Obelisk>(); if (obelisk != null && obelisk.IsAlive) { Target = obelisk; return; } ForceField forceField = col.gameObject.GetComponent <ForceField>(); if (forceField != null && forceField.IsAlive) { Target = forceField; return; } } }
public void Tick() { if (currentInstance == null || player.ColliderTracker == null || player.ColliderTracker.ClosestCollider == null) { return; } var obeliskPosition = PlayerInput.Instance.MouseRayHitPoint; var obeliskRotation = player.ColliderTracker.ClosestCollider.transform.forward; currentInstance.UpdatePosition(obeliskPosition, obeliskRotation); if (PlayerInput.Instance.PrimaryActionKeyDown && currentInstance.HasCorrectCollision) { currentInstance.Activate(player.ColliderTracker.ClosestCollider); currentInstance = null; Finished = true; } }
public void SendObeliskBroken(Obelisk obelisk) => _packetsHelper.SendObeliskBroken(Client, obelisk);
public void OnEnter() { currentInstance = Object.Instantiate(prefab, new Vector3(0, -100, 0), Quaternion.identity); Finished = false; }
public PlacingObelisk(Obelisk prefab, Player player) { this.prefab = prefab; this.player = player; }
public void SendObeliskBroken(Obelisk obelisk) => _packetFactory.SendObeliskBroken(GameSession.Client, obelisk);