Пример #1
0
        public void PickupItemInit(double timeBase, float[] inactivePickupsAndTimes)
        {
            this.IsWaitingForPickupInit = false;

            // if there are no inactive pickups, the sender will send a list of 0 items. this is not a problem...
            for (int i = 0; i < inactivePickupsAndTimes.Length / 2; i++)
            {
                int   arrayIndex     = i * 2;
                int   viewIdOfPickup = (int)inactivePickupsAndTimes[arrayIndex];
                float timeUntilRespawnBasedOnTimeBase = inactivePickupsAndTimes[arrayIndex + 1];


                PhotonView  view = PhotonView.Find(viewIdOfPickup);
                NetworkItem pi   = view.GetComponent <NetworkItem>();

                if (timeUntilRespawnBasedOnTimeBase <= 0)
                {
                    pi.PickedUp();
                }
                else
                {
                    double timeOfRespawn = timeUntilRespawnBasedOnTimeBase + timeBase;

                    //Debug.Log(view.viewID + " respawn: " + timeOfRespawn + " timeUntilRespawnBasedOnTimeBase:" + timeUntilRespawnBasedOnTimeBase + " SecondsBeforeRespawn: " + pi.secondsBeforeRespawn);
                    double timeBeforeRespawn = timeOfRespawn - PhotonNetwork.Time;
                    if (timeUntilRespawnBasedOnTimeBase <= 0)
                    {
                        timeBeforeRespawn = 0.0f;
                    }
                    pi.timeUntilRespawn = (float)timeBeforeRespawn;
                    pi.PickedUp();
                }
            }
        }
Пример #2
0
        /// <summary>Summarizes all PickupItem ids and spawn times for new players. Calls RPC "PickupItemInit".</summary>
        /// <param name="targetPlayer">The player to send the pickup times to. It's a targetted RPC.</param>
        private void SendPickedUpItems(Player targetPlayer)
        {
            if (targetPlayer == null)
            {
                Debug.LogWarning("Cant send PickupItem spawn times to unknown targetPlayer.");
                return;
            }

            double now  = PhotonNetwork.Time;
            double soon = now + TimeDeltaToIgnore;


            NetworkItem[] items = new NetworkItem[NetworkItem.DisabledPickupItems.Count];
            NetworkItem.DisabledPickupItems.CopyTo(items);

            List <float> valuesToSend = new List <float>(items.Length * 2);

            for (int i = 0; i < items.Length; i++)
            {
                NetworkItem pi = items[i];
                if (pi.secondsBeforeRespawn <= 0)
                {
                    valuesToSend.Add(pi.ViewID);
                    valuesToSend.Add((float)0.0f);
                }
                else
                {
                    double timeUntilRespawn = pi.timeOfRespawn - PhotonNetwork.Time;
                    if (pi.timeOfRespawn > soon)
                    {
                        // the respawn of this item is not "immediately", so we include it in the message "these items are not active" for the new player
                        //Debug.Log(pi.ViewID + " respawn: " + pi.timeOfRespawn + " timeUntilRespawn: " + timeUntilRespawn + " (now: " + PhotonNetwork.time + ")");
                        valuesToSend.Add(pi.ViewID);
                        valuesToSend.Add((float)timeUntilRespawn);
                    }
                }
            }

            //Debug.Log("Sent count: " + valuesToSend.Count + " now: " + now);
            this.photonView.RPC(INIT, targetPlayer, PhotonNetwork.Time, valuesToSend.ToArray());
        }
Пример #3
0
        // INITIALIZERS: -----------------------------------------------------------------------------------------------

        private void OnEnable()
        {
            if (serializedObject == null)
            {
                return;
            }


            this.trigger = (NetworkItem)target;

            this.tabIndex = this.prevTabIndex = EditorPrefs.GetInt(string.Format(KEY_STATE, target.GetHashCode()));

            this.sectionTrigger = new Section(
                "Pickup Trigger", "Trigger icon.png", this.Repaint,
                "Assets/Gizmos/GameCreator/Core");

            //this.sectionParameters = new EditorGUIUtils.Section("Parameters", "List.png", this.Repaint);
            this.sectionStartActions = new Section(
                "On Start", "On Start.png", this.Repaint,
                "Assets/Plugins/GameCreator/Extra/Icons/Igniters");

            this.sectionEvent = new Section(
                "On Picked Up", "Pickup.png", this.Repaint);

            this.spRespawn = serializedObject.FindProperty("secondsBeforeRespawn");

            /*if(trigger.actions.Count == 0)
             * {
             *  trigger.actions.Add(new Actions() { actionsList = trigger.onPickUpActions });
             * }*/

            SerializedProperty spIgniters = serializedObject.FindProperty("igniters");

            this.spIgnitersKeys   = spIgniters.FindPropertyRelative("keys");
            this.spIgnitersValues = spIgniters.FindPropertyRelative("values");

            if (this.spIgnitersKeys.arraySize == 0)
            {
                Igniter igniter = this.trigger.gameObject.AddComponent <IgniterTriggerEnter>();
                igniter.Setup(this.trigger);
                igniter.enabled = false;

                this.spIgnitersKeys.InsertArrayElementAtIndex(0);
                this.spIgnitersValues.InsertArrayElementAtIndex(0);

                this.spIgnitersKeys.GetArrayElementAtIndex(0).intValue = Trigger.ALL_PLATFORMS_KEY;
                this.spIgnitersValues.GetArrayElementAtIndex(0).objectReferenceValue = igniter;

                this.serializedObject.ApplyModifiedProperties();
                this.serializedObject.Update();
            }

            this.UpdateIgnitersPlatforms();

            this.ignitersIndex = EditorPrefs.GetInt(KEY_IGNITER_INDEX_PREF, 0);
            if (this.ignitersIndex >= this.spIgnitersKeys.arraySize)
            {
                this.ignitersIndex = this.spIgnitersKeys.arraySize - 1;
                EditorPrefs.SetInt(KEY_IGNITER_INDEX_PREF, this.ignitersIndex);
            }

            this.spMinDistance         = serializedObject.FindProperty("minDistance");
            this.spMinDistanceToPlayer = serializedObject.FindProperty("minDistanceToPlayer");
        }