/// <summary> /// Activates the specified demo zone. /// </summary> /// <param name="demoZone">The demo zone to active.</param> /// <param name="teleport">Should the character be teleported to the demo zone?</param> private void ActiveDemoZone(DemoZone demoZone, bool teleport) { // The ride ability should be force stopped. var ride = m_CharacterLocomotion.GetAbility <UltimateCharacterController.Character.Abilities.Ride>(); if (ride != null && ride.IsActive) { m_CharacterLocomotion.TryStopAbility(ride, true); } if (m_ActiveZoneIndices.Count == 0 || m_ActiveZoneIndices[m_ActiveZoneIndices.Count - 1] != demoZone.Index) { m_ActiveZoneIndices.Add(demoZone.Index); } m_LastZoneIndex = demoZone.Index; ShowText(demoZone.Header, demoZone.Description, demoZone.Action); if (m_PreviousZoneArrow != null) { m_PreviousZoneArrow.SetActive(demoZone.Index != 0); } if (m_NextZoneArrow != null) { m_NextZoneArrow.SetActive(demoZone.Index != m_DemoZones.Length - 1); } m_EnterFrame = Time.frameCount; for (int i = 0; i < demoZone.EnableObjects.Length; ++i) { demoZone.EnableObjects[i].enabled = true; } for (int i = 0; i < demoZone.ToggleObjects.Length; ++i) { demoZone.ToggleObjects[i].SetActive(true); } // When the character reaches the outside section all doors should be unlocked. if (!m_AddOnDemoManager && !m_FullAccess && demoZone.Index >= m_DemoZones.Length - 6) { for (int i = 0; i < m_Doors.Count; ++i) { m_Doors[i].CloseOnTriggerExit = false; m_Doors[i].OpenClose(true, true, false); } m_FullAccess = true; } if (teleport) { var position = Vector3.zero; var rotation = Quaternion.identity; SpawnPointManager.GetPlacement(m_Character, demoZone.Index, ref position, ref rotation); m_CharacterLocomotion.SetPositionAndRotation(position, rotation, true); } // Set the group after the state so the default state doesn't override the grouping value. m_CharacterRespawner.Grouping = demoZone.Index; }
/// <summary> /// Does the respawn by setting the position and rotation to the specified values. /// Enable the GameObject and let all of the listening objects know that the object has been respawned. /// </summary> /// <param name="position">The respawn position.</param> /// <param name="rotation">The respawn rotation.</param> /// <param name="transformChange">Was the position or rotation changed?</param> public virtual void Respawn(Vector3 position, Quaternion rotation, bool transformChange) { // Send a pre-respawn event so abilities can stop if they should no longer be active. EventHandler.ExecuteEvent(m_GameObject, "OnWillRespawn"); if (transformChange) { // Characters require a specific setter for the position and rotation. if (m_CharacterLocomotion != null) { m_CharacterLocomotion.SetPositionAndRotation(position, rotation); } else { m_Transform.position = position; m_Transform.rotation = rotation; } } m_GameObject.SetActive(true); // Play any respawn audio. m_RespawnAudioClipSet.PlayAudioClip(m_GameObject); EventHandler.ExecuteEvent(m_GameObject, "OnRespawn"); if (m_OnRespawnEvent != null) { m_OnRespawnEvent.Invoke(); } #if ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER if (m_NetworkInfo != null && m_NetworkInfo.IsLocalPlayer()) { m_NetworkRespawnerMonitor.Respawn(position, rotation, transformChange); } #endif }
/// <summary> /// Performs the cast. /// </summary> /// <param name="castID">The ID of the cast.</param> /// <param name="origin">The location that the cast should spawn from.</param> /// <param name="direction">The direction of the cast.</param> /// <param name="targetPosition">The target position of the cast.</param> public override void Cast(Transform origin, Vector3 direction, Vector3 targetPosition) { direction = Vector3.ProjectOnPlane(targetPosition - m_GameObject.transform.position, m_CharacterLocomotion.Up); m_CharacterLocomotion.SetPositionAndRotation(targetPosition, Quaternion.LookRotation(direction), m_SnapAnimator, false); }
public void SetPositionAndRotationRPC(Vector3 position, Quaternion rotation, bool snapAnimator) { m_CharacterLocomotion.SetPositionAndRotation(position, rotation, snapAnimator); }