Пример #1
0
    public static vp_Placement GetRandomPlacement(float physicsCheckRadius, string tag)
    {
        // abort if scene contains no spawnpoints
        if ((SpawnPoints == null) || (SpawnPoints.Count < 1))
        {
            return(null);
        }

        // fetch a random spawnpoint
        vp_SpawnPoint spawnPoint = null;

        if (string.IsNullOrEmpty(tag))
        {
            spawnPoint = GetRandomSpawnPoint();
        }
        else
        {
            spawnPoint = GetRandomSpawnPoint(tag);
            if (spawnPoint == null)
            {
                spawnPoint = GetRandomSpawnPoint();
                Debug.LogWarning("Warning (vp_SpawnPoint --> GetRandomPlacement) Could not find a spawnpoint tagged '" + tag + "'. Falling back to 'any random spawnpoint'.");
            }
        }

        // if no spawnpoint was found, revert to world origin
        if (spawnPoint == null)
        {
            Debug.LogError("Error (vp_SpawnPoint --> GetRandomPlacement) Could not find a spawnpoint" + (!string.IsNullOrEmpty(tag) ? (" tagged '" + tag + "'") : ".") + " Reverting to world origin.");
            return(null);
        }

        // found a spawnpoint! use it to create a placement
        return(spawnPoint.GetPlacement(physicsCheckRadius));
    }
Пример #2
0
    /// <summary>
    /// snaps the player to a placement decided by the specified spawnpoint, taking into
    /// account the spawnpoint's radius, ground snap and random rotation settings. if the
    /// player has a vp_Respawner component, its 'ObstructionRadius' setting will be used
    /// for obstruction checking. otherwise the obstruction radius will be 1 meter.
    /// </summary>
    public static void Teleport(vp_SpawnPoint spawnPoint)
    {
        if (spawnPoint == null)
        {
            return;
        }

        float obstructionRadius = ((m_Respawner != null) ? m_Respawner.ObstructionRadius : 1.0f);

        vp_Placement placement = spawnPoint.GetPlacement(obstructionRadius);

        Position = placement.Position;
        Rotation = placement.Rotation.eulerAngles;
        Stop();
    }