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Respawn.cs
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Respawn.cs
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// -----------------------------------------------------------------------
// <copyright file="Respawn.cs" company="Exiled Team">
// Copyright (c) Exiled Team. All rights reserved.
// Licensed under the CC BY-SA 3.0 license.
// </copyright>
// -----------------------------------------------------------------------
namespace Exiled.API.Features
{
using System;
using System.Collections.Generic;
using System.Linq;
using CustomPlayerEffects;
using Enums;
using PlayerRoles;
using Respawning;
using UnityEngine;
/// <summary>
/// A set of tools to handle team respawns more easily.
/// </summary>
public static class Respawn
{
private static GameObject ntfHelicopterGameObject;
private static GameObject chaosCarGameObject;
/// <summary>
/// Gets the NTF Helicopter's <see cref="GameObject"/>.
/// </summary>
public static GameObject NtfHelicopter
{
get
{
if (ntfHelicopterGameObject == null)
ntfHelicopterGameObject = GameObject.Find("Chopper");
return ntfHelicopterGameObject;
}
}
/// <summary>
/// Gets the Chaos Van's <see cref="GameObject"/>.
/// </summary>
public static GameObject ChaosVan
{
get
{
if (chaosCarGameObject == null)
chaosCarGameObject = GameObject.Find("CIVanArrive");
return chaosCarGameObject;
}
}
/// <summary>
/// Gets or sets the next known <see cref="SpawnableTeamType"/> that will spawn.
/// </summary>
public static SpawnableTeamType NextKnownTeam
{
get => RespawnManager.Singleton.NextKnownTeam;
set => RespawnManager.Singleton.NextKnownTeam = value;
}
/// <summary>
/// Gets or sets the amount of seconds before the next respawn phase will occur.
/// </summary>
public static float TimeUntilNextPhase
{
get => RespawnManager.Singleton._timeForNextSequence - (float)RespawnManager.Singleton._stopwatch.Elapsed.TotalSeconds;
set => RespawnManager.Singleton._timeForNextSequence = (float)RespawnManager.Singleton._stopwatch.Elapsed.TotalSeconds + value;
}
/// <summary>
/// Gets a <see cref="TimeSpan"/> indicating the amount of time before the next respawn wave will occur.
/// </summary>
public static TimeSpan TimeUntilSpawnWave => TimeSpan.FromSeconds(TimeUntilNextPhase);
/// <summary>
/// Gets a <see cref="DateTime"/> indicating the moment in UTC time the next respawn wave will occur.
/// </summary>
public static DateTime NextTeamTime => DateTime.UtcNow.AddSeconds(TimeUntilSpawnWave.TotalSeconds);
/// <summary>
/// Gets a value indicating whether or not a team is currently being spawned or the animations are playing for a team.
/// </summary>
public static bool IsSpawning => RespawnManager.Singleton._curSequence is RespawnManager.RespawnSequencePhase.PlayingEntryAnimations or RespawnManager.RespawnSequencePhase.SpawningSelectedTeam;
/// <summary>
/// Gets or sets the amount of spawn tickets belonging to the Chaos Insurgency.
/// </summary>
/// <seealso cref="NtfTickets"/>
public static float ChaosTickets
{
get => RespawnTokensManager.Counters[0].Amount;
set => RespawnTokensManager.ModifyTokens(SpawnableTeamType.ChaosInsurgency, value);
}
/// <summary>
/// Gets or sets the amount of spawn tickets belonging to the NTF.
/// </summary>
/// <seealso cref="ChaosTickets"/>
public static float NtfTickets
{
get => RespawnTokensManager.Counters[1].Amount;
set => RespawnTokensManager.ModifyTokens(SpawnableTeamType.NineTailedFox, value);
}
/// <summary>
/// Gets or sets a value indicating whether or not spawn protection is enabled.
/// </summary>
public static bool ProtectionEnabled
{
get => SpawnProtected.IsProtectionEnabled;
set => SpawnProtected.IsProtectionEnabled = value;
}
/// <summary>
/// Gets or sets the spawn protection time, in seconds.
/// </summary>
public static float ProtectionTime
{
get => SpawnProtected.SpawnDuration;
set => SpawnProtected.SpawnDuration = value;
}
/// <summary>
/// Gets or sets a value indicating whether or not spawn protected players can shoot.
/// </summary>
public static bool ProtectedCanShoot
{
get => SpawnProtected.CanShoot;
set => SpawnProtected.CanShoot = value;
}
/// <summary>
/// Gets a <see cref="List{T}"/> of <see cref="Team"/> that have spawn protection.
/// </summary>
public static List<Team> ProtectedTeams => SpawnProtected.ProtectedTeams;
/// <summary>
/// Play an effect when a certain class spawns.
/// </summary>
/// <param name="effect">The effect to be played.</param>
public static void PlayEffect(byte effect) => PlayEffects(new[] { effect });
/// <summary>
/// Play an effect when a certain class spawns.
/// </summary>
/// <param name="effect">The effect to be played.</param>
public static void PlayEffect(RespawnEffectType effect) => PlayEffects(new[] { effect });
/// <summary>
/// Play effects when a certain class spawns.
/// </summary>
/// <param name="effects">The effects to be played.</param>
public static void PlayEffects(byte[] effects)
{
foreach (RespawnEffectsController controller in RespawnEffectsController.AllControllers)
controller?.RpcPlayEffects(effects);
}
/// <summary>
/// Play effects when a certain class spawns.
/// </summary>
/// <param name="effects">The effects to be played.</param>
public static void PlayEffects(RespawnEffectType[] effects) => PlayEffects(effects.Select(effect => (byte)effect).ToArray());
/// <summary>
/// Summons the NTF chopper.
/// </summary>
public static void SummonNtfChopper() => PlayEffects(new[] { RespawnEffectType.SummonNtfChopper });
/// <summary>
/// Summons the <see cref="Side.ChaosInsurgency"/> van.
/// </summary>
/// <param name="playMusic">Whether or not to play the Chaos Insurgency spawn music.</param>
public static void SummonChaosInsurgencyVan(bool playMusic = true)
{
PlayEffects(
playMusic
? new[]
{
RespawnEffectType.PlayChaosInsurgencyMusic,
RespawnEffectType.SummonChaosInsurgencyVan,
}
: new[]
{
RespawnEffectType.SummonChaosInsurgencyVan,
});
}
/// <summary>
/// Grants tickets to a <see cref="SpawnableTeamType"/>.
/// </summary>
/// <param name="team">The <see cref="SpawnableTeamType"/> to grant tickets to.</param>
/// <param name="amount">The amount of tickets to grant.</param>
public static void GrantTickets(SpawnableTeamType team, float amount) => RespawnTokensManager.GrantTokens(team, Math.Max(0, amount));
/// <summary>
/// Removes tickets from a <see cref="SpawnableTeamType"/>.
/// </summary>
/// <param name="team">The <see cref="SpawnableTeamType"/> to remove tickets from.</param>
/// <param name="amount">The amount of tickets to remove.</param>
public static void RemoveTickets(SpawnableTeamType team, float amount) => RespawnTokensManager.RemoveTokens(team, Math.Max(0, amount));
/// <summary>
/// Modify tickets from a <see cref="SpawnableTeamType"/>.
/// </summary>
/// <param name="team">The <see cref="SpawnableTeamType"/> to modify tickets from.</param>
/// <param name="amount">The amount of tickets to modify.</param>
public static void ModifyTickets(SpawnableTeamType team, float amount) => RespawnTokensManager.ModifyTokens(team, amount);
/// <summary>
/// Forces a spawn of the given <see cref="SpawnableTeamType"/>.
/// </summary>
/// <param name="team">The <see cref="SpawnableTeamType"/> to spawn.</param>
/// <param name="playEffects">Whether or not effects will be played with the spawn.</param>
public static void ForceWave(SpawnableTeamType team, bool playEffects = false)
{
if (playEffects)
RespawnEffectsController.ExecuteAllEffects(RespawnEffectsController.EffectType.Selection, team);
RespawnManager.Singleton.ForceSpawnTeam(team);
}
}
}