mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-06 10:09:31 +00:00
137 lines
5.0 KiB
C#
137 lines
5.0 KiB
C#
using OWML.ModHelper.Events;
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using QSB.Events;
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using System.Linq;
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using UnityEngine;
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namespace QSB.DeathSync
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{
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/// <summary>
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/// Client-only-side component for managing respawning after death.
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/// </summary>
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public class RespawnOnDeath : MonoBehaviour
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{
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public static RespawnOnDeath Instance;
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public readonly DeathType[] AllowedDeathTypes = {
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DeathType.BigBang,
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DeathType.Supernova,
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DeathType.TimeLoop
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};
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private SpawnPoint _shipSpawnPoint;
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private SpawnPoint _playerSpawnPoint;
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private OWRigidbody _shipBody;
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private PlayerSpawner _playerSpawner;
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private FluidDetector _fluidDetector;
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private PlayerResources _playerResources;
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private ShipComponent[] _shipComponents;
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private HatchController _hatchController;
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private ShipCockpitController _cockpitController;
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private PlayerSpacesuit _spaceSuit;
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private void Awake()
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{
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Instance = this;
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QSB.Helper.HarmonyHelper.AddPrefix<DeathManager>("KillPlayer", typeof(DeathPatches), nameof(DeathPatches.PreFinishDeathSequence));
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QSB.Helper.HarmonyHelper.AddPostfix<DeathManager>("KillPlayer", typeof(DeathPatches), nameof(DeathPatches.BroadcastDeath));
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QSB.Helper.Events.Subscribe<PlayerResources>(OWML.Common.Events.AfterStart);
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QSB.Helper.Events.Event += OnEvent;
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}
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private void OnEvent(MonoBehaviour behaviour, OWML.Common.Events ev)
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{
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if (behaviour is PlayerResources && ev == OWML.Common.Events.AfterStart)
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{
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Init();
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}
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}
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private void Init()
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{
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var playerTransform = Locator.GetPlayerTransform();
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_playerResources = playerTransform.GetComponent<PlayerResources>();
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_spaceSuit = playerTransform.GetComponentInChildren<PlayerSpacesuit>(true);
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_playerSpawner = FindObjectOfType<PlayerSpawner>();
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_fluidDetector = Locator.GetPlayerCamera().GetComponentInChildren<FluidDetector>();
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var shipTransform = Locator.GetShipTransform();
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if (shipTransform == null)
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{
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return;
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}
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_shipComponents = shipTransform.GetComponentsInChildren<ShipComponent>();
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_hatchController = shipTransform.GetComponentInChildren<HatchController>();
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_cockpitController = shipTransform.GetComponentInChildren<ShipCockpitController>();
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_shipBody = Locator.GetShipBody();
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_shipSpawnPoint = GetSpawnPoint(true);
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// Move debug spawn point to initial ship position.
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_playerSpawnPoint = GetSpawnPoint();
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_shipSpawnPoint.transform.position = shipTransform.position;
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_shipSpawnPoint.transform.rotation = shipTransform.rotation;
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}
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public void ResetShip()
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{
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if (_shipBody == null)
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{
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return;
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}
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// Reset ship position.
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_shipBody.SetVelocity(_shipSpawnPoint.GetPointVelocity());
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_shipBody.WarpToPositionRotation(_shipSpawnPoint.transform.position, _shipSpawnPoint.transform.rotation);
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// Reset ship damage.
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if (Locator.GetShipTransform())
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{
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foreach (var shipComponent in _shipComponents)
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{
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shipComponent.SetDamaged(false);
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}
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}
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Invoke(nameof(ExitShip), 0.01f);
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}
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private void ExitShip()
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{
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_cockpitController.Invoke("ExitFlightConsole");
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_cockpitController.Invoke("CompleteExitFlightConsole");
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_hatchController.SetValue("_isPlayerInShip", false);
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_hatchController.Invoke("OpenHatch");
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GlobalMessenger.FireEvent(EventNames.ExitShip);
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}
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public void ResetPlayer()
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{
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// Reset player position.
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var playerBody = Locator.GetPlayerBody();
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playerBody.WarpToPositionRotation(_playerSpawnPoint.transform.position, _playerSpawnPoint.transform.rotation);
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playerBody.SetVelocity(_playerSpawnPoint.GetPointVelocity());
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_playerSpawnPoint.AddObjectToTriggerVolumes(Locator.GetPlayerDetector().gameObject);
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_playerSpawnPoint.AddObjectToTriggerVolumes(_fluidDetector.gameObject);
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_playerSpawnPoint.OnSpawnPlayer();
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// Stop suffocation sound effect.
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_playerResources.SetValue("_isSuffocating", false);
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// Reset player health and resources.
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_playerResources.DebugRefillResources();
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// Remove space suit.
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_spaceSuit.RemoveSuit(true);
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}
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private SpawnPoint GetSpawnPoint(bool isShip = false)
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{
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return _playerSpawner
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.GetValue<SpawnPoint[]>("_spawnList")
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.FirstOrDefault(spawnPoint =>
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spawnPoint.GetSpawnLocation() == SpawnLocation.TimberHearth && spawnPoint.IsShipSpawn() == isShip
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);
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}
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}
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}
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