Пример #1
0
        public static void ClientDisableConstructionPlacement()
        {
            componentObjectPlacementHelper?.SceneObject.Destroy();
            componentObjectPlacementHelper = null;

            ConstructionRelocationSystem.ClientDisableConstructionRelocation();
        }
Пример #2
0
        private static IStaticWorldObject ClientFindWorldObjectToRelocate(IEnumerable <IWorldObject> worldObjects)
        {
            IStaticWorldObject selectedObject = null;

            foreach (var worldObject in worldObjects)
            {
                if (worldObject is not IStaticWorldObject staticWorldObject ||
                    !ConstructionRelocationSystem.SharedIsRelocatable(staticWorldObject))
                {
                    continue;
                }

                if (selectedObject is not null)
                {
                    switch (staticWorldObject.ProtoGameObject)
                    {
                    case IProtoObjectFloor:
                        // don't select floor when selected anything else
                        continue;

                    case ProtoObjectDecorationFloor
                        when selectedObject.ProtoGameObject is not IProtoObjectFloor:
                        // don't select decoration when selected anything else except the floor
                        continue;
                    }
                }

                selectedObject = staticWorldObject;
            }

            return(selectedObject);
        }
Пример #3
0
        public static void ClientTryStartAction(bool allowReplacingCurrentConstructionAction)
        {
            if (!(ClientHotbarSelectedItemManager.SelectedItem?.ProtoGameObject
                  is IProtoItemToolToolbox))
            {
                // no tool is selected
                return;
            }

            if (!ClientInputManager.IsButtonHeld(GameButton.ActionUseCurrentItem))
            {
                // the tool is not currently used
                return;
            }

            var worldObjects = ClientGetObjectsAtCurrentMousePosition();

            IStaticWorldObject worldObjectToBuildOrRepair = null,
                               worldObjectToRelocate      = null;

            // find first damaged or incomplete structure there
            foreach (var worldObject in worldObjects)
            {
                if (!(worldObject.ProtoGameObject is IProtoObjectStructure protoObjectStructure))
                {
                    continue;
                }

                var maxStructurePointsMax =
                    protoObjectStructure.SharedGetStructurePointsMax((IStaticWorldObject)worldObject);
                var structurePointsCurrent =
                    worldObject.GetPublicState <StaticObjectPublicState>().StructurePointsCurrent;
                if (structurePointsCurrent < maxStructurePointsMax)
                {
                    worldObjectToBuildOrRepair = (IStaticWorldObject)worldObject;
                    break;
                }

                if (ConstructionRelocationSystem.SharedIsRelocatable((IStaticWorldObject)worldObject))
                {
                    worldObjectToRelocate = (IStaticWorldObject)worldObject;
                }
            }

            if (worldObjectToBuildOrRepair is null)
            {
                if (!(worldObjectToRelocate is null))
                {
                    ConstructionRelocationSystem.ClientStartRelocation(worldObjectToRelocate);
                }

                return;
            }

            var currentCharacter = Client.Characters.CurrentPlayerCharacter;
            var privateState     = PlayerCharacter.GetPrivateState(currentCharacter);

            if (privateState.CurrentActionState is ConstructionActionState actionState)
            {
                if (!allowReplacingCurrentConstructionAction)
                {
                    // already performing the action
                    return;
                }

                if (ReferenceEquals(actionState.WorldObject, worldObjectToBuildOrRepair))
                {
                    // the same object is already building/repairing
                    return;
                }
            }

            SharedStartAction(currentCharacter, worldObjectToBuildOrRepair);
        }