quantum-space-buddies/QSB/RespawnOnDeath.cs

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using OWML.ModHelper.Events;
using System.Linq;
using UnityEngine;
namespace QSB
{
class RespawnOnDeath : MonoBehaviour
{
static RespawnOnDeath Instance;
SpawnPoint _shipSpawnPoint;
SpawnPoint _playerSpawnPoint;
OWRigidbody _shipBody;
PlayerSpawner _playerSpawner;
FluidDetector _fluidDetector;
PlayerResources _playerResources;
ShipComponent[] _shipComponents;
void Awake()
{
GlobalMessenger.AddListener("WakeUp", PlayerWokeUp);
Instance = this;
QSB.Helper.HarmonyHelper.AddPrefix<DeathManager>("KillPlayer", typeof(Patches), nameof(Patches.PreFinishDeathSequence));
}
void PlayerWokeUp()
{
_playerSpawner = FindObjectOfType<PlayerSpawner>();
_fluidDetector = Locator.GetPlayerCamera().GetComponentInChildren<FluidDetector>();
_playerResources = Locator.GetPlayerTransform().GetComponent<PlayerResources>();
var shipTransform = Locator.GetShipTransform();
if (shipTransform)
{
_shipComponents = Locator.GetShipTransform().GetComponentsInChildren<ShipComponent>();
_shipBody = Locator.GetShipBody();
_shipSpawnPoint = GetSpawnPoint(true);
// Move debug spawn point to initial ship position.
_playerSpawnPoint = GetSpawnPoint();
_shipSpawnPoint.transform.position = shipTransform.position;
_shipSpawnPoint.transform.rotation = shipTransform.rotation;
}
}
public void ResetShip()
{
if (!_shipBody)
{
return;
}
// Reset ship position.
_shipBody.SetVelocity(_shipSpawnPoint.GetPointVelocity());
_shipBody.WarpToPositionRotation(_shipSpawnPoint.transform.position, _shipSpawnPoint.transform.rotation);
// Reset ship damage.
if (Locator.GetShipTransform())
{
for (int i = 0; i < _shipComponents.Length; i++)
{
_shipComponents[i].SetDamaged(false);
}
}
}
public void ResetPlayer()
{
// Reset player position.
OWRigidbody playerBody = Locator.GetPlayerBody();
playerBody.WarpToPositionRotation(_playerSpawnPoint.transform.position, _playerSpawnPoint.transform.rotation);
playerBody.SetVelocity(_playerSpawnPoint.GetPointVelocity());
_playerSpawnPoint.AddObjectToTriggerVolumes(Locator.GetPlayerDetector().gameObject);
_playerSpawnPoint.AddObjectToTriggerVolumes(_fluidDetector.gameObject);
_playerSpawnPoint.OnSpawnPlayer();
_playerResources.SetValue("_isSuffocating", false);
// Reset player health and resources.
_playerResources.DebugRefillResources();
}
SpawnPoint GetSpawnPoint(bool isShip = false)
{
return _playerSpawner
.GetValue<SpawnPoint[]>("_spawnList")
.FirstOrDefault(spawnPoint =>
spawnPoint.GetSpawnLocation() == SpawnLocation.TimberHearth && spawnPoint.IsShipSpawn() == isShip
);
}
internal static class Patches
{
public static bool PreFinishDeathSequence()
{
Instance.ResetPlayer();
Instance.ResetShip();
// Prevent original death method from running.
return false;
}
}
}
}