mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-26 22:10:17 +00:00
196 lines
5.9 KiB
C#
196 lines
5.9 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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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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public bool addWeaponsToSpawnedPlayers = true;
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public static SpawnHandler DefaultSpawnHandler { get; } = new SpawnHandler();
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private SpawnHandler m_spawnHandler = DefaultSpawnHandler;
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public SpawnHandler SpawnHandler
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{
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get => m_spawnHandler;
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set
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{
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if (value == null)
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value = DefaultSpawnHandler;
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m_spawnHandler = value;
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}
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}
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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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SpawnPlayers();
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}
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public static Transform GetSpawnFocusPos()
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{
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var ped = Ped.Instance;
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if (ped != null)
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return ped.transform;
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var cam = Camera.main;
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if (cam != null)
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return cam.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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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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F.RunExceptionSafe(() => this.SpawnPlayers());
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}
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}
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public static bool GetSpawnPositionFromFocus(Transform focusPos, out TransformDataStruct transformData)
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{
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if (Player.AllPlayersList.Count <= 1)
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// if there is only 1 player, always spawn him on the same place - no randomization
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transformData = new TransformDataStruct(focusPos);
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else
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transformData = new TransformDataStruct(
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focusPos.position + Random.insideUnitCircle.ToVector3XZ() * 15f,
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Quaternion.Euler(0f, Random.Range(0f, 360f), 0f));
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return true;
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}
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public static bool GetSpawnPositionFromFocus(out TransformDataStruct transformData)
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{
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Transform focusPos = GetSpawnFocusPos();
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if (null == focusPos)
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{
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transformData = new TransformDataStruct();
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return false;
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}
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return GetSpawnPositionFromFocus(focusPos, out transformData);
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}
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public static bool GetSpawnPositionFromInteriors(out TransformDataStruct transformData)
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{
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transformData = World.Cell.Instance.GetEnexExitTransform(
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World.Cell.Instance.GetEnexesFromLoadedInteriors()
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.ToList()
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.RandomElement());
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return true;
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}
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bool GetSpawnPositionFromHandler(Player player, out TransformDataStruct transformData)
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{
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bool success = false;
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TransformDataStruct t = new TransformDataStruct();
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F.RunExceptionSafe(() =>
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{
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success = this.SpawnHandler.GetSpawnPosition(player, out t);
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});
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transformData = t;
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return success;
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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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TransformDataStruct transformData;
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foreach (var player in Player.AllPlayersCopy)
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{
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if (this.GetSpawnPositionFromHandler(player, out transformData))
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SpawnPlayer(player, transformData);
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else
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break;
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}
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}
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public Ped SpawnPlayer (Player player, TransformDataStruct spawnPlace)
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{
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if (player.OwnedPed != null)
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return null;
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var ped = Ped.SpawnPed(Ped.RandomPedId, spawnPlace.position, spawnPlace.rotation, false);
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ped.NetPlayerOwnerGameObject = player.gameObject;
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if (this.addWeaponsToSpawnedPlayers)
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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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if (this.GetSpawnPositionFromHandler(player, out TransformDataStruct transformData))
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SpawnPlayer(player, transformData);
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}
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}
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}
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