mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-18 08:23:08 +00:00
175 lines
4.9 KiB
C#
175 lines
4.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using SanAndreasUnity.Net;
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using SanAndreasUnity.Utilities;
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using System.Linq;
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namespace SanAndreasUnity.Behaviours
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{
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public class SpawnManager : MonoBehaviour
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{
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public static SpawnManager Instance { get; private set; }
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List<Transform> m_spawnPositions = new List<Transform>();
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GameObject m_container;
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public bool spawnPlayerWhenConnected = true;
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public bool IsSpawningPaused { get; set; } = false;
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public float spawnInterval = 4f;
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float m_lastSpawnTime = 0f;
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void Awake()
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{
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Instance = this;
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}
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void Start()
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{
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this.InvokeRepeating(nameof(RepeatedMethod), 1f, 1f);
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Player.onStart += OnPlayerConnected;
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}
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void OnLoaderFinished()
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{
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if (!NetStatus.IsServer)
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return;
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// spawn players that were connected during loading process - this will always be the case for
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// local player
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UpdateSpawnPositions();
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SpawnPlayers();
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}
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Transform GetSpawnFocusPos()
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{
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if (Ped.Instance)
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return Ped.Instance.transform;
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if (Camera.main)
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return Camera.main.transform;
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return null;
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}
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void RepeatedMethod()
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{
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if (!NetStatus.IsServer)
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return;
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this.UpdateSpawnPositions();
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if (this.IsSpawningPaused)
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return;
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if (Time.time - m_lastSpawnTime >= this.spawnInterval)
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{
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// enough time passed
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m_lastSpawnTime = Time.time;
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this.SpawnPlayers();
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}
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}
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void UpdateSpawnPositions()
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{
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if (!Loader.HasLoaded)
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return;
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if (!NetStatus.IsServer)
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return;
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Transform focusPos = GetSpawnFocusPos();
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if (null == focusPos)
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return;
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if (null == m_container)
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{
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// create parent game object for spawn positions
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m_container = new GameObject("Spawn positions");
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// create spawn positions
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m_spawnPositions.Clear();
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for (int i = 0; i < 5; i++)
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{
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Transform spawnPos = new GameObject("Spawn position " + i).transform;
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spawnPos.SetParent(m_container.transform);
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m_spawnPositions.Add(spawnPos);
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//NetManager.AddSpawnPosition(spawnPos);
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}
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}
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// update spawn positions
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m_spawnPositions.RemoveDeadObjects();
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foreach (Transform spawnPos in m_spawnPositions)
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{
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spawnPos.position = focusPos.position + Random.insideUnitCircle.ToVector3XZ() * 15f;
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}
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}
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void SpawnPlayers()
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{
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if (!NetStatus.IsServer)
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return;
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if (!Loader.HasLoaded)
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return;
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//var list = NetManager.SpawnPositions.ToList();
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var list = m_spawnPositions;
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list.RemoveDeadObjects();
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if (list.Count < 1)
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return;
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foreach (var player in Player.AllPlayers)
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{
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SpawnPlayer(player, list);
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}
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}
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public static Ped SpawnPlayer (Player player, List<Transform> spawns)
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{
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if (player.OwnedPed != null)
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return null;
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var spawn = spawns.RandomElement();
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var ped = Ped.SpawnPed(Ped.RandomPedId, spawn.position, spawn.rotation, false);
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ped.NetPlayerOwnerGameObject = player.gameObject;
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ped.WeaponHolder.autoAddWeapon = true;
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// this ped should not be destroyed when he gets out of range
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ped.gameObject.DestroyComponent<OutOfRangeDestroyer>();
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NetManager.Spawn(ped.gameObject);
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player.OwnedPed = ped;
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Debug.LogFormat("Spawned ped {0} for player {1}, time: {2}", ped.DescriptionForLogging, player.DescriptionForLogging,
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F.CurrentDateForLogging);
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return ped;
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}
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void OnPlayerConnected(Player player)
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{
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if (!NetStatus.IsServer)
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return;
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if (!Loader.HasLoaded) // these players will be spawned when loading process finishes
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return;
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if (!this.spawnPlayerWhenConnected)
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return;
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m_spawnPositions.RemoveDeadObjects();
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SpawnPlayer(player, m_spawnPositions);
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}
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}
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}
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