Motion sensor component, ruins have doors and hatches with randomly placed motion sensors that close them automatically
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@@ -412,6 +412,42 @@ namespace Barotrauma.RuinGeneration
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}
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}
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var sensorPrefab = ItemPrefab.list.Find(ip => ip.Name == "Alien Motion Sensor") as ItemPrefab;
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var wirePrefab = ItemPrefab.list.Find(ip => ip.Name == "Wire") as ItemPrefab;
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foreach (Corridor corridor in corridors)
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{
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var door = RuinStructure.GetRandom(corridor.IsHorizontal ? RuinStructureType.Door : RuinStructureType.Hatch, Alignment.Center);
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if (door == null) continue;
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var item = new Item(door.Prefab as ItemPrefab, corridor.Center - new Vector2(door.Prefab.sprite.size.X, -door.Prefab.sprite.size.Y)/2.0f, null);
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item.MoveWithLevel = true;
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item.GetComponent<Items.Components.Door>().IsOpen = Rand.Range(0.0f, 1.0f, false) < 0.8f;
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if (sensorPrefab == null || wirePrefab == null) continue;
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var sensorRoom = corridor.ConnectedRooms.FirstOrDefault(r => r != null && rooms.Contains(r));
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if (sensorRoom == null) continue;
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var sensor = new Item(sensorPrefab, new Vector2(
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Rand.Range(sensorRoom.Rect.X, sensorRoom.Rect.Right, false),
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Rand.Range(sensorRoom.Rect.Y, sensorRoom.Rect.Bottom,false)), null);
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sensor.MoveWithLevel = true;
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var wire = new Item(wirePrefab, sensorRoom.Center, null).GetComponent<Items.Components.Wire>();
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wire.Item.MoveWithLevel = false;
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var conn1 = item.Connections.Find(c => c.Name == "set_state");
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conn1.AddLink(0, wire);
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wire.Connect(conn1, false);
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var conn2 = sensor.Connections.Find(c => c.Name == "state_out");
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conn2.AddLink(0, wire);
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wire.Connect(conn2, false);
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}
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return shapes;
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}
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