Fix move/rotate during init, add blueprint properties
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5 changed files with 54 additions and 21 deletions
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@ -115,7 +115,7 @@ namespace GamecraftModdingAPI
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/// <summary>
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/// Creates a new block group consisting of a single block.
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/// You can add more blocks using the Add() method or by setting the BlockGroup property of the blocks.<br />
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/// Note that only newly placed blocks should be added to groups.
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/// Note that only newly placed blocks can be added to groups.
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/// </summary>
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/// <param name="block">The block to add</param>
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/// <returns>A new block group containing the given block</returns>
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@ -155,7 +155,7 @@ namespace GamecraftModdingAPI
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IEnumerator IEnumerable.GetEnumerator() => blocks.GetEnumerator();
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/// <summary>
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/// Adds a block to the group. You should only add newly placed blocks
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/// Adds a block to the group. You can only add newly placed blocks
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/// so that the game initializes the group membership properly.
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/// </summary>
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/// <param name="item"></param>
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@ -170,7 +170,7 @@ namespace GamecraftModdingAPI
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/// <summary>
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/// Removes all blocks from this group.
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/// You should not remove blocks that have been initialized, only those that you placed recently.
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/// You cannot remove blocks that have been initialized, only those that you placed recently.
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/// </summary>
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public void Clear()
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{
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@ -183,7 +183,7 @@ namespace GamecraftModdingAPI
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/// <summary>
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/// Removes a block from this group.
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/// You should not remove blocks that have been initialized, only those that you placed recently.
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/// You cannot remove blocks that have been initialized, only those that you placed recently.
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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@ -209,6 +209,18 @@ namespace GamecraftModdingAPI.Blocks
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return blocks;
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}
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public void GetBlueprintInfo(uint blueprintID, out float3 pos, out quaternion rot, out uint selectionSize)
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{
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var serializationData = clipboardManager.GetSerializationData(blueprintID);
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var blueprintData = serializationData.blueprintData;
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blueprintData.dataPos = 0U;
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BoxSelectSerializationUtilities.ReadClipboardHeader(blueprintData, out selectionSize, out var posst,
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out var rotst, out _);
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blueprintData.dataPos = 0U; //Just to be sure, it gets reset when it's read anyway
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pos = posst.position;
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rot = rotst.rotation;
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}
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public void InitBlueprint(uint blueprintID)
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{
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clipboardManager.IncrementRefCount(blueprintID);
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@ -280,7 +292,7 @@ namespace GamecraftModdingAPI.Blocks
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}
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public static MethodBase TargetMethod()
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{
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{RobocraftX.CR.MachineEditing.BuildGhostChildForMultiblockPickEngine
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return AccessTools.GetDeclaredConstructors(AccessTools.TypeByName("RobocraftX.CR.MachineEditing.BuildGhostChildForMultiblockPickEngine"))[0];
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}
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}
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@ -41,9 +41,9 @@ namespace GamecraftModdingAPI.Blocks
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{
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if (data.Group == null) return float3.zero;
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var init = new EntityComponentInitializer(blockID, data.Group);
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init.Init(new PositionEntityStruct {position = vector});
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init.Init(new GridRotationStruct {position = vector});
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init.Init(new LocalTransformEntityStruct {position = vector});
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init.GetOrCreate<PositionEntityStruct>().position = vector;
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init.GetOrCreate<GridRotationStruct>().position = vector;
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init.GetOrCreate<LocalTransformEntityStruct>().position = vector;
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return vector;
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}
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ref PositionEntityStruct posStruct = ref this.entitiesDB.QueryEntity<PositionEntityStruct>(blockID);
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@ -41,9 +41,9 @@ namespace GamecraftModdingAPI.Blocks
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{
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if (data.Group == null) return float3.zero;
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var init = new EntityComponentInitializer(blockID, data.Group);
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init.Init(new RotationEntityStruct {rotation = new Quaternion {eulerAngles = vector}});
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init.Init(new GridRotationStruct {rotation = new Quaternion {eulerAngles = vector}});
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init.Init(new LocalTransformEntityStruct {rotation = new Quaternion {eulerAngles = vector}});
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init.GetOrCreate<RotationEntityStruct>().rotation = Quaternion.Euler(vector);
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init.GetOrCreate<GridRotationStruct>().rotation = Quaternion.Euler(vector);
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init.GetOrCreate<LocalTransformEntityStruct>().rotation = Quaternion.Euler(vector);
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return vector;
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}
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ref RotationEntityStruct rotStruct = ref this.entitiesDB.QueryEntity<RotationEntityStruct>(blockID);
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@ -15,15 +15,23 @@ namespace GamecraftModdingAPI
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{
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Id = id;
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BlockGroup._engine.InitBlueprint(id);
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Refresh();
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}
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/*public static void SelectBlueprint(Blueprint blueprint)
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{
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BlueprintUtil.SelectBlueprint(null, new BlueprintInventoryItemEntityStruct
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{
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blueprintResourceId = blueprint.Id
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});
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}*/
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/// <summary>
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/// The center of the blueprint. Can only be set using the StoreBlocks() method.
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/// </summary>
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public float3 Position { get; private set; }
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/// <summary>
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/// The rotation of the blueprint. Can only be set using the StoreBlocks() method.
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/// </summary>
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public float3 Rotation { get; private set; }
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/// <summary>
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/// The amount of blocks in the blueprint. Gan only be set using the StoreBlocks() method.
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/// </summary>
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public uint BlockCount { get; private set; }
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/// <summary>
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/// Creates a new, empty blueprint. It will be deleted on disposal unless the game holds a reference to it.
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@ -39,12 +47,13 @@ namespace GamecraftModdingAPI
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/// Use the BlockGroup overload for automatically calculated position and rotation.
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/// </summary>
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/// <param name="blocks">The array of blocks to use</param>
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/// <param name="position">The anchor position of the blueprint</param>
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/// <param name="position">The anchor (center) position of the blueprint</param>
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/// <param name="rotation">The base rotation of the blueprint</param>
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public void StoreBlocks(Block[] blocks, float3 position, float3 rotation)
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{
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BlockGroup._engine.ReplaceBlueprint(Player.LocalPlayer.Id, Id, blocks, position,
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quaternion.Euler(rotation));
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Refresh();
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}
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/// <summary>
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@ -55,6 +64,7 @@ namespace GamecraftModdingAPI
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{
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BlockGroup._engine.ReplaceBlueprint(Player.LocalPlayer.Id, Id, group, group.Position,
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Quaternion.Euler(group.Rotation));
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Refresh();
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}
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/// <summary>
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@ -68,6 +78,17 @@ namespace GamecraftModdingAPI
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return BlockGroup._engine.PlaceBlueprintBlocks(Id, Player.LocalPlayer.Id, position, rotation);
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}
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/// <summary>
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/// Updates the properties based on the blueprint data. Only necessary if the blueprint is changed from the game.
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/// </summary>
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public void Refresh()
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{
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BlockGroup._engine.GetBlueprintInfo(Id, out var pos, out var rot, out uint count);
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Position = pos;
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Rotation = ((Quaternion) rot).eulerAngles;
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BlockCount = count;
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}
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public void Dispose()
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{
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BlockGroup._engine.DisposeBlueprint(Id);
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@ -75,7 +96,7 @@ namespace GamecraftModdingAPI
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public override string ToString()
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{
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return $"{nameof(Id)}: {Id}";
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return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Rotation)}: {Rotation}, {nameof(BlockCount)}: {BlockCount}";
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}
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}
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}
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