/// <summary> /// Instantiate an an Actor with the given data /// </summary> /// <param name="prefab"></param> /// <param name="id"></param> /// <param name="pos"></param> /// <param name="rot"></param> /// <param name="data"></param> /// <returns></returns> public static GameObject InstantiateActorWithData(GameObject prefab, RegionRegistry.RegionSetId id, Vector3 pos, Quaternion rot, CompoundDataPiece data) { long actorId; SceneContext.Instance.GameModel.nextActorId = (actorId = SceneContext.Instance.GameModel.nextActorId) + 1L; return(InstantiateActorWithData(actorId, prefab, id, pos, rot, data)); }
public static GameObject InstantiateActorWithData(long actorId, GameObject prefab, RegionRegistry.RegionSetId id, Vector3 pos, Quaternion rot, CompoundDataPiece data) { preparedData.Add(DataIdentifier.GetActorIdentifier(actorId), new PreparedData() { Data = data, SourceType = PreparedData.PreparationSource.SPAWN }); return(SceneContext.Instance.GameModel.InstantiateActor(actorId, prefab, id, pos, rot, false, false)); }
public static bool Prefix(out ActorModel __result, GameModel __instance, long actorId, Identifiable.Id ident, RegionRegistry.RegionSetId regionSetId, GameObject gameObj) { __result = null; var _override = DataModelRegistry.actorOverrideMapping.FirstOrDefault((x) => x.Key(ident)); if (_override.Value == null) { return(true); } __result = _override.Value(actorId, ident, regionSetId, gameObj); return(false); }