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using UnityEngine;
public class LocationProxy : MonoBehaviour
{
private GameObject m_instance;
private ZNetView m_nview;
private void Awake()
{
m_nview = GetComponent<ZNetView>();
SpawnLocation();
}
public void SetLocation(string location, int seed, bool spawnNow, int pgw)
{
int stableHashCode = location.GetStableHashCode();
m_nview.GetZDO().Set("location", stableHashCode);
m_nview.GetZDO().Set("seed", seed);
m_nview.GetZDO().SetPGWVersion(pgw);
if (spawnNow)
{
SpawnLocation();
}
}
private bool SpawnLocation()
{
int @int = m_nview.GetZDO().GetInt("location");
int int2 = m_nview.GetZDO().GetInt("seed");
if (@int == 0)
{
return false;
}
m_instance = ZoneSystem.instance.SpawnProxyLocation(@int, int2, base.transform.position, base.transform.rotation);
if (m_instance == null)
{
return false;
}
m_instance.transform.SetParent(base.transform, worldPositionStays: true);
return true;
}
}
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