using System.Collections.Generic; using HutongGames.PlayMaker; using UnityEngine; namespace MSCO { /// /// Admin-Cheats für den eigenen Spieler (Geld, Bedürfnisse). Nur aus dem Admin-Menü erreichbar, also nur für /// Server-Admins bzw. den P2P-Host. Geld wird über MoneySync automatisch an alle weitergegeben. /// public static class Cheats { // Globale PlayMaker-Variablen des Spielers: Wert, auf den "auffüllen" sie setzt static readonly KeyValuePair[] Needs = { new KeyValuePair("PlayerHunger", 0f), new KeyValuePair("PlayerThirst", 0f), new KeyValuePair("PlayerStress", 0f), new KeyValuePair("PlayerUrine", 0f), new KeyValuePair("PlayerFatigue", 0f), new KeyValuePair("PlayerDirtiness", 0f), }; public static string AddMoney(float amount) { FsmFloat money = FsmVariables.GlobalVariables.FindFsmFloat("PlayerMoney"); if (money == null) return "Money not found (only works in the game)"; money.Value += amount; return "+" + amount.ToString("0") + " MK (now " + money.Value.ToString("0") + " MK)"; } public static string FillNeeds() { int done = 0; foreach (KeyValuePair need in Needs) { FsmFloat v = FsmVariables.GlobalVariables.FindFsmFloat(need.Key); if (v == null) continue; v.Value = need.Value; done++; } return done > 0 ? "Hunger, thirst, stress, fatigue, bladder and dirt reset" : "Player needs not found (only works in the game)"; } /// Teleport-Ziele im Admin-Menü: Anzeigename und Objekt im Spiel. public static readonly string[][] Places = { new[] { "Home", "YARD" }, new[] { "Shop (Teimo)", "STORE" }, new[] { "Repair shop", "REPAIRSHOP" }, new[] { "Inspection", "INSPECTION" }, new[] { "Peräjärvi", "PERAJARVI" }, new[] { "Landfill", "LANDFILL" }, new[] { "Dance hall", "DANCEHALL" }, new[] { "Cottage", "COTTAGE" }, new[] { "Cabin", "CABIN" }, new[] { "Rally", "RALLY" }, new[] { "Drag race", "DRAGRACE" }, new[] { "Soccer field", "SOCCER" }, new[] { "Kilju buyer", "KILJUGUY" }, new[] { "Theatre", "THEATRE" }, new[] { "Satsuma", "SATSUMA" }, }; /// /// Wohin bei einem Teleport-Ziel? Neben das Objekt (Mitte seiner sichtbaren Teile, ein Stück außerhalb, damit man /// nicht im Dach oder in einer Wand landet) und dort auf den Boden. /// public static bool FindPlace(string objectName, out Vector3 position) { position = Vector3.zero; GameObject root = FindRoot(objectName); if (root == null) return false; Bounds bounds = new Bounds(root.transform.position, Vector3.zero); bool any = false; foreach (Renderer r in root.GetComponentsInChildren(true)) { if (r == null || r.bounds.size == Vector3.zero) continue; if (!any) { bounds = r.bounds; any = true; } else bounds.Encapsulate(r.bounds); } Vector3 center = bounds.center; float ox = Mathf.Min(bounds.extents.x, 25f) + 3f, oz = Mathf.Min(bounds.extents.z, 25f) + 3f; Vector3[] candidates = { center + new Vector3(ox, 0f, 0f), center + new Vector3(-ox, 0f, 0f), center + new Vector3(0f, 0f, oz), center + new Vector3(0f, 0f, -oz), center, }; foreach (Vector3 c in candidates) { Vector3 ground; if (Ground(c, bounds.max.y + 30f, out ground)) { position = ground; return true; } } position = center; return true; } static GameObject FindRoot(string name) { GameObject go = GameObject.Find(name); if (go != null) return go; // auch ausgeblendete Objekte (das Spiel schaltet entfernte Orte ab) foreach (GameObject candidate in Resources.FindObjectsOfTypeAll()) if (candidate.name == name && candidate.transform.parent == null && candidate.hideFlags == HideFlags.None) return candidate; return null; } /// Höchster fester Boden unter einem Punkt (ohne Trigger). static bool Ground(Vector3 at, float top, out Vector3 ground) { ground = at; bool found = false; foreach (RaycastHit hit in Physics.RaycastAll(new Vector3(at.x, top, at.z), Vector3.down, 1000f)) { if (hit.collider == null || hit.collider.isTrigger || hit.normal.y < 0.6f) continue; if (!found || hit.point.y > ground.y) { ground = hit.point; found = true; } } return found; } /// Eigenen Spieler an eine Position setzen (etwas darüber, damit er nicht im Boden steckt). public static bool Teleport(Transform player, Vector3 position) { if (player == null) return false; player.position = position + Vector3.up * 0.3f; Rigidbody rb = player.GetComponent(); if (rb != null && !rb.isKinematic) rb.velocity = Vector3.zero; return true; } } }