zxc
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@ -22,6 +22,16 @@
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"prefab": "prefabs/player.prefab"
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"prefab": "prefabs/player.prefab"
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},
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},
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"SpawnPoints": [],
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"SpawnPoints": [],
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"StartServer": false
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},
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{
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"__type": "Sandbox.KPTLConnect",
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"__guid": "93c56284-67a1-4c60-bbd4-648af2963ca7",
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"PlayerPrefab": {
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"_type": "gameobject",
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"prefab": "prefabs/player.prefab"
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},
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"SpawnPoints": [],
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"StartServer": true
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"StartServer": true
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}
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}
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]
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]
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96
Code/KPTLConnect.cs
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96
Code/KPTLConnect.cs
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using System;
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using System.Threading.Tasks;
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using Sandbox.Utility;
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namespace Sandbox;
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[Title( "Connect" )]
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[Category( "KPTL" )]
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[Icon( "electrical_services" )]
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public sealed class KPTLConnect : Component, Component.INetworkListener
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{
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[Property] public bool StartServer { get; set; } = true;
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[Property] public GameObject PlayerPrefab { get; set; }
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[Property] public List<GameObject> SpawnPoints { get; set; }
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protected override async Task OnLoad()
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{
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if ( Scene.IsEditor )
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return;
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if ( StartServer && !Networking.IsActive )
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{
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LoadingScreen.Title = "Creating Lobby";
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await Task.DelayRealtimeSeconds( 0.1f );
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Networking.CreateLobby();
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} else
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{
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string lobbyId = await Http.RequestStringAsync( "https://sbox.koptilnya.xyz/string" );
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Networking.Connect(lobbyId);
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}
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}
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/// <summary>
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/// A client is fully connected to the server. This is called on the host.
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/// </summary>
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public void OnActive( Connection channel )
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{
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Log.Info( $"Player '{channel.DisplayName}' has joined the game" );
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if ( !PlayerPrefab.IsValid() )
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return;
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//
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// Find a spawn location for this player
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//
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var startLocation = FindSpawnLocation().WithScale( 1 );
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// Spawn this object and make the client the owner
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var player = PlayerPrefab.Clone( startLocation, name: $"Player - {channel.DisplayName}" );
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player.NetworkSpawn( channel );
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if ( Networking.IsHost )
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{
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Task.RunInThreadAsync( UpdateLobbyId );
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}
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}
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private async Task UpdateLobbyId()
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{
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await Task.DelayRealtimeSeconds( 2f );
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var lobbyList = await Networking.QueryLobbies();
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await Http.RequestAsync( $"https://sbox.koptilnya.xyz/string?text={lobbyList[0].LobbyId}", "POST" );
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}
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/// <summary>
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/// Find the most appropriate place to respawn
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/// </summary>
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Transform FindSpawnLocation()
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{
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//
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// If they have spawn point set then use those
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//
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if ( SpawnPoints is not null && SpawnPoints.Count > 0 )
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{
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return Random.Shared.FromList( SpawnPoints, default ).Transform.World;
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}
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//
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// If we have any SpawnPoint components in the scene, then use those
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//
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var spawnPoints = Scene.GetAllComponents<SpawnPoint>().ToArray();
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if ( spawnPoints.Length > 0 )
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{
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return Random.Shared.FromArray( spawnPoints ).Transform.World;
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}
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//
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// Failing that, spawn where we are
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//
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return Transform.World;
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}
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}
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@ -49,6 +49,8 @@ public sealed class Kal : Component
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Camera.SetParent(GameObject);
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Camera.SetParent(GameObject);
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var cameraComponent = Camera.Components.Create<CameraComponent>();
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var cameraComponent = Camera.Components.Create<CameraComponent>();
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cameraComponent.ZFar = 32768f;
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cameraComponent.ZFar = 32768f;
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// Sandbox.Game.
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}
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}
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protected override void OnFixedUpdate()
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protected override void OnFixedUpdate()
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@ -24,6 +24,6 @@
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"CsProjName": "",
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"CsProjName": "",
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"StartupScene": "scenes/minimal.scene",
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"StartupScene": "scenes/minimal.scene",
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"MapStartupScene": "scenes/minimal.scene",
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"MapStartupScene": "scenes/minimal.scene",
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"LaunchMode": "QuickPlay"
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"LaunchMode": "Launcher"
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}
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}
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}
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}
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