Пример #1
0
        private void GiveBackpackWorldmodel(BasePlayer player)
        {
            SphereEntity sph = GameManager.server.CreateEntity(spherePrefab, player.eyes.position, player.transform.rotation) as SphereEntity;

            sph.Spawn();
            sph.lerpSpeed     = 0f;
            sph.currentRadius = 0.6f;
            sph.SetParent(player, "spine3");
            sph.transform.localPosition = new Vector3(-0.08f, 0, 0);
            sph.transform.rotation      = Quaternion.Euler(0, 270, 180);
            DroppedItemContainer gObj = GameManager.server.CreateEntity(itemWorldModel, player.transform.position) as DroppedItemContainer;

            //PrintComponents(sph);
            gObj.ResetRemovalTime(9999999999999);
            //gObj.transform.localPosition = new Vector3(0, 0, 0);
            //gObj.transform.rotation = Quaternion.Euler(0, 270, 180);
            gObj.Spawn();
            UnityEngine.Object.DestroyImmediate(gObj.GetComponent <Rigidbody>());
            gObj.SetParent(sph);
            gObj.transform.localPosition = new Vector3(0, 0, 0);
            gObj.SendNetworkUpdateImmediate();
            timer.Once(1.0f, () => {
                gObj.SetParent(player, "spine3");
                gObj.transform.localPosition = new Vector3(-0.08f, 0.0f, 0);
                gObj.transform.rotation      = Quaternion.Euler(0, 270, 180);
                timer.Once(0.2f, () => {
                    sph?.Kill();
                });
            });
        }
Пример #2
0
 void OnDestroy()
 {
     CancelInvoke();
     innerSphere.Kill();
     outerSphere.Kill();
     Destroy(gameObject);
 }
Пример #3
0
        private NPCAutoTurret DeployNpcAutoTurret(Drone drone, BasePlayer deployer)
        {
            SphereEntity sphereEntity = SpawnSphereEntity(drone);

            if (sphereEntity == null)
            {
                return(null);
            }

            var turret = GameManager.server.CreateEntity(NpcAutoTurretPrefab) as NPCAutoTurret;

            if (turret == null)
            {
                sphereEntity.Kill();
                return(null);
            }

            turret.SetParent(sphereEntity);
            turret.Spawn();

            drone.SetSlot(TurretSlot, turret);
            SetupDroneTurret(drone, turret, sphereEntity);

            Effect.server.Run(DeployEffectPrefab, turret.transform.position);
            Interface.CallHook("OnDroneNpcTurretDeployed", drone, turret, deployer);

            return(turret);
        }
Пример #4
0
        private AutoTurret DeployAutoTurret(Drone drone, BasePlayer basePlayer, float conditionFraction = 1)
        {
            SphereEntity sphereEntity = SpawnSphereEntity(drone);

            if (sphereEntity == null)
            {
                return(null);
            }

            var turret = GameManager.server.CreateEntity(AutoTurretPrefab) as AutoTurret;

            if (turret == null)
            {
                sphereEntity.Kill();
                return(null);
            }

            if (basePlayer != null)
            {
                turret.OwnerID = basePlayer.userID;
            }

            turret.SetFlag(IOEntity.Flag_HasPower, true);
            turret.SetParent(sphereEntity);
            turret.Spawn();
            turret.SetHealth(turret.MaxHealth() * conditionFraction);
            AttachTurretSwitch(turret);

            drone.SetSlot(TurretSlot, turret);
            SetupDroneTurret(drone, turret, sphereEntity);

            Effect.server.Run(DeployEffectPrefab, turret.transform.position);
            Interface.CallHook("OnDroneTurretDeployed", drone, turret, basePlayer);

            if (basePlayer == null)
            {
                return(turret);
            }

            turret.authorizedPlayers.Add(new ProtoBuf.PlayerNameID
            {
                userid   = basePlayer.userID,
                username = basePlayer.displayName
            });
            turret.SendNetworkUpdate();

            // Allow other plugins to detect the auto turret being deployed (e.g., to add a weapon automatically).
            var turretItem = FindPlayerAutoTurretItem(basePlayer);

            if (turretItem != null)
            {
                RunOnEntityBuilt(turretItem, turret);
            }
            else
            {
                // Temporarily increase the player inventory capacity to ensure there is enough space.
                basePlayer.inventory.containerMain.capacity++;
                var temporaryTurretItem = ItemManager.CreateByItemID(AutoTurretItemId);
                if (basePlayer.inventory.GiveItem(temporaryTurretItem))
                {
                    RunOnEntityBuilt(temporaryTurretItem, turret);
                    temporaryTurretItem.RemoveFromContainer();
                }
                temporaryTurretItem.Remove();
                basePlayer.inventory.containerMain.capacity--;
            }

            return(turret);
        }