using System.Linq; using OWML.ModHelper.Events; using QSB.Events; using UnityEngine; namespace QSB.TimeSync { /// /// Client-only-side component for managing respawning after death. /// public class RespawnOnDeath : MonoBehaviour { private static RespawnOnDeath _instance; private static readonly DeathType[] AllowedDeathTypes = { DeathType.BigBang, DeathType.Supernova, DeathType.TimeLoop }; private SpawnPoint _shipSpawnPoint; private SpawnPoint _playerSpawnPoint; private OWRigidbody _shipBody; private PlayerSpawner _playerSpawner; private FluidDetector _fluidDetector; private PlayerResources _playerResources; private ShipComponent[] _shipComponents; private HatchController _hatchController; private ShipCockpitController _cockpitController; private PlayerSpacesuit _spaceSuit; private void Awake() { _instance = this; QSB.Helper.HarmonyHelper.AddPrefix("KillPlayer", typeof(Patches), nameof(Patches.PreFinishDeathSequence)); QSB.Helper.HarmonyHelper.AddPostfix("KillPlayer", typeof(Patches), nameof(Patches.BroadcastDeath)); QSB.Helper.Events.Subscribe(OWML.Common.Events.AfterStart); QSB.Helper.Events.Event += OnEvent; } private void OnEvent(MonoBehaviour behaviour, OWML.Common.Events ev) { if (behaviour is PlayerResources && ev == OWML.Common.Events.AfterStart) { Init(); } } private void Init() { var playerTransform = Locator.GetPlayerTransform(); _playerResources = playerTransform.GetComponent(); _spaceSuit = playerTransform.GetComponentInChildren(true); _playerSpawner = FindObjectOfType(); _fluidDetector = Locator.GetPlayerCamera().GetComponentInChildren(); var shipTransform = Locator.GetShipTransform(); if (shipTransform == null) { return; } _shipComponents = shipTransform.GetComponentsInChildren(); _hatchController = shipTransform.GetComponentInChildren(); _cockpitController = shipTransform.GetComponentInChildren(); _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 == null) { return; } // Reset ship position. _shipBody.SetVelocity(_shipSpawnPoint.GetPointVelocity()); _shipBody.WarpToPositionRotation(_shipSpawnPoint.transform.position, _shipSpawnPoint.transform.rotation); // Reset ship damage. if (Locator.GetShipTransform()) { foreach (var shipComponent in _shipComponents) { shipComponent.SetDamaged(false); } } Invoke(nameof(ExitShip), 0.01f); } private void ExitShip() { _cockpitController.Invoke("ExitFlightConsole"); _cockpitController.Invoke("CompleteExitFlightConsole"); _hatchController.SetValue("_isPlayerInShip", false); _hatchController.Invoke("OpenHatch"); GlobalMessenger.FireEvent(EventNames.ExitShip); } public void ResetPlayer() { // Reset player position. var 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(); // Stop suffocation sound effect. _playerResources.SetValue("_isSuffocating", false); // Reset player health and resources. _playerResources.DebugRefillResources(); // Remove space suit. _spaceSuit.RemoveSuit(true); } private SpawnPoint GetSpawnPoint(bool isShip = false) { return _playerSpawner .GetValue("_spawnList") .FirstOrDefault(spawnPoint => spawnPoint.GetSpawnLocation() == SpawnLocation.TimberHearth && spawnPoint.IsShipSpawn() == isShip ); } internal static class Patches { public static bool PreFinishDeathSequence(DeathType deathType) { if (AllowedDeathTypes.Contains(deathType)) { // Allow real death return true; } _instance.ResetShip(); _instance.ResetPlayer(); // Prevent original death method from running. return false; } public static void BroadcastDeath(DeathType deathType) { GlobalMessenger.FireEvent(EventNames.QSBPlayerDeath, deathType); } } } }