r2mods/ilspy_dump/ror2_csproj/RoR2/MeridianSpawnPointGenerator.cs

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2024-10-04 07:26:37 +00:00
using System;
using RoR2.Navigation;
using UnityEngine;
namespace RoR2;
public class MeridianSpawnPointGenerator : MonoBehaviour
{
[SerializeField]
private Transform playerSpawnPoint;
private void OnEnable()
{
SceneDirector.onPreGeneratePlayerSpawnPointsServer += OnPreGeneratePlayerSpawnPointsServer;
}
private void OnDisable()
{
SceneDirector.onPreGeneratePlayerSpawnPointsServer -= OnPreGeneratePlayerSpawnPointsServer;
}
private void OnPreGeneratePlayerSpawnPointsServer(SceneDirector sceneDirector, ref Action generationMethod)
{
generationMethod = GeneratePlayerSpawnPointsServer;
}
private void GeneratePlayerSpawnPointsServer()
{
if (SpawnPoint.readOnlyInstancesList.Count > 3 || playerSpawnPoint == null)
{
return;
}
Vector3 position = playerSpawnPoint.position;
NodeGraph groundNodes = SceneInfo.instance.groundNodes;
if (!groundNodes)
{
Debug.LogError("MeridianSpawnPointGenerator.GeneratePlayerSpawnPointsServer: No ground nodegraph found to place spawn points.", this);
return;
}
NodeGraphSpider nodeGraphSpider = new NodeGraphSpider(groundNodes, HullMask.Human);
nodeGraphSpider.AddNodeForNextStep(groundNodes.FindClosestNode(position, HullClassification.Human));
for (int i = 0; i < 4; i++)
{
nodeGraphSpider.PerformStep();
if (nodeGraphSpider.collectedSteps.Count > 16)
{
break;
}
}
for (int j = 0; j < nodeGraphSpider.collectedSteps.Count; j++)
{
NodeGraphSpider.StepInfo stepInfo = nodeGraphSpider.collectedSteps[j];
groundNodes.GetNodePosition(stepInfo.node, out var position2);
Quaternion rotation = playerSpawnPoint.rotation;
SpawnPoint.AddSpawnPoint(position2, rotation);
}
}
}