public void swingStructure(Vector3 position, NetworkMessageInfo info) { if (!base.GetComponent <Life>().dead&& (position - base.transform.position).magnitude < 5f) { SpawnStructures.damage(position, (int)((float)MeleeStats.getDamage(base.GetComponent <Clothes>().item) * (1f + base.GetComponent <Skills>().warrior() * 0.4f) * 0.25f), info.sender); } }
public static void save() { for (int i = 0; i < NetworkUserList.users.Count; i++) { try { if (NetworkUserList.users[i].model != null) { NetworkUserList.users[i].model.GetComponent <Player>().save(); } } catch (Exception e) { //Logger.LogSecurity("Player not found for given user. Continuing..."); Console.WriteLine("Player not found for given user. Continuing..." + e.Message); } } for (int j = 0; j < NetworkRegions.REGION_X; j++) { for (int k = 0; k < NetworkRegions.REGION_Y; k++) { try { SpawnBarricades.save(j, k); } catch { //Logger.LogSecurity("Player not found for given user. Continuing..."); Console.WriteLine("Barricades save error... Continuing..."); } } } SpawnStructures.save(); try { SpawnVehicles.save(); } catch { Console.WriteLine("SpawnVehicles error. Continuing..."); } PlayerPrefs.Save(); }
public void askBuild(int slot_x, int slot_y, Vector3 position, int rotation, string state, NetworkMessageInfo info) { BetterNetworkUser user = UserList.getUserFromPlayer(info.sender); int permission = UserList.getPermission(user.steamid); if (!user.player.canBuild) //TODO: disallowing build { Reference.Tell(user.networkPlayer, "You are not allowed to build. Request permission from admins!"); return; } if (!base.GetComponent <Life>().dead) // Dead hack { Inventory inventory = base.GetComponent <Inventory>(); if (ItemType.getType(inventory.items[slot_x, slot_y].id) == 17) { SpawnStructures.placeStructure(inventory.items[slot_x, slot_y].id, position, rotation, state); } } }
public void onReady() { SpawnStructures.tool = this; SpawnStructures.model = GameObject.Find(Application.loadedLevelName).transform.FindChild("structures").gameObject; SpawnStructures.structures = new List <ServerStructure>(); SpawnStructures.models = new List <GameObject>(); if (!Network.isServer) { base.networkView.RPC("askAllStructures", RPCMode.Server, new object[] { Network.player }); } else { string str = Savedata.loadStructures(); if (str != string.Empty) { string[] strArrays = Packer.unpack(str, ';'); for (int i = 0; i < (int)strArrays.Length; i++) { string[] strArrays1 = Packer.unpack(strArrays[i], ':'); SpawnStructures.structures.Add( new ServerStructure( int.Parse(strArrays1[0]), int.Parse(strArrays1[1]), strArrays1[2], new Vector3( float.Parse(strArrays1[3]), float.Parse(strArrays1[4]), float.Parse(strArrays1[5])), int.Parse(strArrays1[6])) ); this.createStructure( SpawnStructures.structures[SpawnStructures.structures.Count - 1].id, SpawnStructures.structures[SpawnStructures.structures.Count - 1].position, SpawnStructures.structures[SpawnStructures.structures.Count - 1].rotation ); } } } }