59 lines
1.7 KiB
C#
59 lines
1.7 KiB
C#
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using System;
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using RoR2.Navigation;
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using UnityEngine;
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namespace RoR2;
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public class MeridianSpawnPointGenerator : MonoBehaviour
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{
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[SerializeField]
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private Transform playerSpawnPoint;
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private void OnEnable()
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{
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SceneDirector.onPreGeneratePlayerSpawnPointsServer += OnPreGeneratePlayerSpawnPointsServer;
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}
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private void OnDisable()
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{
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SceneDirector.onPreGeneratePlayerSpawnPointsServer -= OnPreGeneratePlayerSpawnPointsServer;
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}
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private void OnPreGeneratePlayerSpawnPointsServer(SceneDirector sceneDirector, ref Action generationMethod)
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{
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generationMethod = GeneratePlayerSpawnPointsServer;
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}
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private void GeneratePlayerSpawnPointsServer()
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{
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if (SpawnPoint.readOnlyInstancesList.Count > 3 || playerSpawnPoint == null)
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{
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return;
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}
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Vector3 position = playerSpawnPoint.position;
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NodeGraph groundNodes = SceneInfo.instance.groundNodes;
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if (!groundNodes)
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{
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Debug.LogError("MeridianSpawnPointGenerator.GeneratePlayerSpawnPointsServer: No ground nodegraph found to place spawn points.", this);
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return;
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}
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NodeGraphSpider nodeGraphSpider = new NodeGraphSpider(groundNodes, HullMask.Human);
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nodeGraphSpider.AddNodeForNextStep(groundNodes.FindClosestNode(position, HullClassification.Human));
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for (int i = 0; i < 4; i++)
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{
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nodeGraphSpider.PerformStep();
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if (nodeGraphSpider.collectedSteps.Count > 16)
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{
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break;
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}
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}
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for (int j = 0; j < nodeGraphSpider.collectedSteps.Count; j++)
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{
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NodeGraphSpider.StepInfo stepInfo = nodeGraphSpider.collectedSteps[j];
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groundNodes.GetNodePosition(stepInfo.node, out var position2);
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Quaternion rotation = playerSpawnPoint.rotation;
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SpawnPoint.AddSpawnPoint(position2, rotation);
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}
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}
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}
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