Пример #1
0
		// Token: 0x06001AF2 RID: 6898 RVA: 0x000725A0 File Offset: 0x000707A0
		static TeamCatalog()
		{
			TeamCatalog.Register(TeamIndex.Neutral, new TeamDef
			{
				nameToken = "TEAM_NEUTRAL_NAME",
				softCharacterLimit = 40
			});
			TeamCatalog.Register(TeamIndex.Player, new TeamDef
			{
				nameToken = "TEAM_PLAYER_NAME",
				softCharacterLimit = 20
			});
			TeamCatalog.Register(TeamIndex.Monster, new TeamDef
			{
				nameToken = "TEAM_MONSTER_NAME",
				softCharacterLimit = 40
			});
		}
        // Token: 0x060017BB RID: 6075 RVA: 0x00066F64 File Offset: 0x00065164
        public CharacterMaster Perform()
        {
            TeamIndex teamIndex;

            if (this.teamIndexOverride != null)
            {
                teamIndex = this.teamIndexOverride.Value;
            }
            else
            {
                if (!this.summonerBodyObject)
                {
                    Debug.LogErrorFormat("Cannot spawn master {0}: No team specified.", new object[]
                    {
                        this.masterPrefab
                    });
                    return(null);
                }
                teamIndex = TeamComponent.GetObjectTeam(this.summonerBodyObject);
            }
            if (!this.ignoreTeamMemberLimit)
            {
                TeamDef teamDef = TeamCatalog.GetTeamDef(teamIndex);
                if (teamDef == null)
                {
                    Debug.LogErrorFormat("Attempting to spawn master {0} on TeamIndex.None. Is this intentional?", new object[]
                    {
                        this.masterPrefab
                    });
                    return(null);
                }
                if (teamDef != null && teamDef.softCharacterLimit <= TeamComponent.GetTeamMembers(teamIndex).Count)
                {
                    return(null);
                }
            }
            CharacterBody   characterBody   = null;
            CharacterMaster characterMaster = null;

            if (this.summonerBodyObject)
            {
                characterBody = this.summonerBodyObject.GetComponent <CharacterBody>();
            }
            if (characterBody)
            {
                characterMaster = characterBody.master;
            }
            GameObject      gameObject = UnityEngine.Object.Instantiate <GameObject>(this.masterPrefab, this.position, this.rotation);
            CharacterMaster component  = gameObject.GetComponent <CharacterMaster>();

            component.teamIndex = teamIndex;
            if (this.loadout != null)
            {
                component.SetLoadoutServer(this.loadout);
            }
            CharacterMaster characterMaster2 = characterMaster;

            if (characterMaster2 && characterMaster2.minionOwnership.ownerMaster)
            {
                characterMaster2 = characterMaster2.minionOwnership.ownerMaster;
            }
            component.minionOwnership.SetOwner(characterMaster2);
            if (this.summonerBodyObject)
            {
                AIOwnership component2 = gameObject.GetComponent <AIOwnership>();
                if (component2)
                {
                    if (characterMaster)
                    {
                        component2.ownerMaster = characterMaster;
                    }
                    CharacterBody component3 = this.summonerBodyObject.GetComponent <CharacterBody>();
                    if (component3)
                    {
                        CharacterMaster master = component3.master;
                        if (master)
                        {
                            component2.ownerMaster = master;
                        }
                    }
                }
                BaseAI component4 = gameObject.GetComponent <BaseAI>();
                if (component4)
                {
                    component4.leader.gameObject = this.summonerBodyObject;
                }
            }
            Action <CharacterMaster> action = this.preSpawnSetupCallback;

            if (action != null)
            {
                action(component);
            }
            NetworkServer.Spawn(gameObject);
            component.Respawn(this.position, this.rotation, false);
            return(component);
        }