mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
175 lines
4.9 KiB
C#
175 lines
4.9 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using SanAndreasUnity.Net;
|
|
using SanAndreasUnity.Utilities;
|
|
using System.Linq;
|
|
|
|
namespace SanAndreasUnity.Behaviours
|
|
{
|
|
|
|
public class SpawnManager : MonoBehaviour
|
|
{
|
|
public static SpawnManager Instance { get; private set; }
|
|
|
|
List<Transform> m_spawnPositions = new List<Transform>();
|
|
GameObject m_container;
|
|
|
|
public bool spawnPlayerWhenConnected = true;
|
|
public bool IsSpawningPaused { get; set; } = false;
|
|
public float spawnInterval = 4f;
|
|
float m_lastSpawnTime = 0f;
|
|
|
|
|
|
|
|
void Awake()
|
|
{
|
|
Instance = this;
|
|
}
|
|
|
|
void Start()
|
|
{
|
|
this.InvokeRepeating(nameof(RepeatedMethod), 1f, 1f);
|
|
Player.onStart += OnPlayerConnected;
|
|
}
|
|
|
|
void OnLoaderFinished()
|
|
{
|
|
if (!NetStatus.IsServer)
|
|
return;
|
|
|
|
// spawn players that were connected during loading process - this will always be the case for
|
|
// local player
|
|
UpdateSpawnPositions();
|
|
SpawnPlayers();
|
|
|
|
}
|
|
|
|
Transform GetSpawnFocusPos()
|
|
{
|
|
if (Ped.Instance)
|
|
return Ped.Instance.transform;
|
|
|
|
if (Camera.main)
|
|
return Camera.main.transform;
|
|
|
|
return null;
|
|
}
|
|
|
|
void RepeatedMethod()
|
|
{
|
|
if (!NetStatus.IsServer)
|
|
return;
|
|
|
|
this.UpdateSpawnPositions();
|
|
|
|
if (this.IsSpawningPaused)
|
|
return;
|
|
|
|
if (Time.time - m_lastSpawnTime >= this.spawnInterval)
|
|
{
|
|
// enough time passed
|
|
m_lastSpawnTime = Time.time;
|
|
this.SpawnPlayers();
|
|
}
|
|
|
|
}
|
|
|
|
void UpdateSpawnPositions()
|
|
{
|
|
if (!Loader.HasLoaded)
|
|
return;
|
|
|
|
if (!NetStatus.IsServer)
|
|
return;
|
|
|
|
Transform focusPos = GetSpawnFocusPos();
|
|
if (null == focusPos)
|
|
return;
|
|
|
|
if (null == m_container)
|
|
{
|
|
// create parent game object for spawn positions
|
|
m_container = new GameObject("Spawn positions");
|
|
|
|
// create spawn positions
|
|
m_spawnPositions.Clear();
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
Transform spawnPos = new GameObject("Spawn position " + i).transform;
|
|
spawnPos.SetParent(m_container.transform);
|
|
|
|
m_spawnPositions.Add(spawnPos);
|
|
//NetManager.AddSpawnPosition(spawnPos);
|
|
}
|
|
}
|
|
|
|
// update spawn positions
|
|
m_spawnPositions.RemoveDeadObjects();
|
|
foreach (Transform spawnPos in m_spawnPositions)
|
|
{
|
|
spawnPos.position = focusPos.position + Random.insideUnitCircle.ToVector3XZ() * 15f;
|
|
}
|
|
|
|
}
|
|
|
|
void SpawnPlayers()
|
|
{
|
|
if (!NetStatus.IsServer)
|
|
return;
|
|
|
|
if (!Loader.HasLoaded)
|
|
return;
|
|
|
|
//var list = NetManager.SpawnPositions.ToList();
|
|
var list = m_spawnPositions;
|
|
list.RemoveDeadObjects();
|
|
|
|
if (list.Count < 1)
|
|
return;
|
|
|
|
foreach (var player in Player.AllPlayers)
|
|
{
|
|
SpawnPlayer(player, list);
|
|
}
|
|
|
|
}
|
|
|
|
public static Ped SpawnPlayer (Player player, List<Transform> spawns)
|
|
{
|
|
if (player.OwnedPed != null)
|
|
return null;
|
|
|
|
var spawn = spawns.RandomElement();
|
|
var ped = Ped.SpawnPed(Ped.RandomPedId, spawn.position, spawn.rotation, false);
|
|
ped.NetPlayerOwnerGameObject = player.gameObject;
|
|
ped.WeaponHolder.autoAddWeapon = true;
|
|
// this ped should not be destroyed when he gets out of range
|
|
ped.gameObject.DestroyComponent<OutOfRangeDestroyer>();
|
|
|
|
NetManager.Spawn(ped.gameObject);
|
|
|
|
player.OwnedPed = ped;
|
|
|
|
Debug.LogFormat("Spawned ped {0} for player {1}, time: {2}", ped.DescriptionForLogging, player.DescriptionForLogging,
|
|
F.CurrentDateForLogging);
|
|
|
|
return ped;
|
|
}
|
|
|
|
void OnPlayerConnected(Player player)
|
|
{
|
|
if (!NetStatus.IsServer)
|
|
return;
|
|
if (!Loader.HasLoaded) // these players will be spawned when loading process finishes
|
|
return;
|
|
if (!this.spawnPlayerWhenConnected)
|
|
return;
|
|
|
|
m_spawnPositions.RemoveDeadObjects();
|
|
SpawnPlayer(player, m_spawnPositions);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|