78 lines
1.9 KiB
C#
78 lines
1.9 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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using UnityEngine.Networking;
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namespace RoR2;
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[CreateAssetMenu(menuName = "RoR2/SpawnCards/SpawnCard")]
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public class SpawnCard : ScriptableObject
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{
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public struct SpawnResult
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{
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public GameObject spawnedInstance;
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public DirectorSpawnRequest spawnRequest;
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public Vector3 position;
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public Quaternion rotation;
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public bool success;
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}
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public enum EliteRules
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{
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Default,
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ArtifactOnly,
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Lunar
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}
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public GameObject prefab;
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public bool sendOverNetwork;
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public HullClassification hullSize;
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public MapNodeGroup.GraphType nodeGraphType;
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[EnumMask(typeof(NodeFlags))]
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public NodeFlags requiredFlags;
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[EnumMask(typeof(NodeFlags))]
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public NodeFlags forbiddenFlags;
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public int directorCreditCost;
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public bool occupyPosition;
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[Tooltip("Default = default rules, ArtifactOnly = only elite when forced by the elite-only artifact, Lunar = special lunar elites only (+ regular w/ elite-only artifact)")]
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public EliteRules eliteRules;
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public static event Action<SpawnResult> onSpawnedServerGlobal;
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protected virtual void Spawn(Vector3 position, Quaternion rotation, DirectorSpawnRequest spawnRequest, ref SpawnResult spawnResult)
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{
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GameObject gameObject = UnityEngine.Object.Instantiate(prefab, position, rotation);
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if (sendOverNetwork)
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{
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NetworkServer.Spawn(gameObject);
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}
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spawnResult.spawnedInstance = gameObject;
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spawnResult.success = true;
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}
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public SpawnResult DoSpawn(Vector3 position, Quaternion rotation, DirectorSpawnRequest spawnRequest)
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{
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SpawnResult spawnResult = default(SpawnResult);
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spawnResult.spawnRequest = spawnRequest;
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spawnResult.position = position;
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spawnResult.rotation = rotation;
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SpawnResult spawnResult2 = spawnResult;
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Spawn(position, rotation, spawnRequest, ref spawnResult2);
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spawnRequest.onSpawnedServer?.Invoke(spawnResult2);
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SpawnCard.onSpawnedServerGlobal?.Invoke(spawnResult2);
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return spawnResult2;
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}
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}
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