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41
NitroxClient/GameLogic/Spawning/PrefabChildEntitySpawner.cs
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41
NitroxClient/GameLogic/Spawning/PrefabChildEntitySpawner.cs
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using System.Collections;
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using System.Linq;
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using NitroxClient.GameLogic.Spawning.Abstract;
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using NitroxClient.MonoBehaviours;
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using NitroxModel.DataStructures.GameLogic.Entities;
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using NitroxModel.DataStructures.Util;
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using UnityEngine;
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namespace NitroxClient.GameLogic.Spawning;
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public class PrefabChildEntitySpawner : SyncEntitySpawner<PrefabChildEntity>
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{
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// When we encounter a PrefabChildEntity, we need to assign the id to a prefab with the same class id and index.
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protected override IEnumerator SpawnAsync(PrefabChildEntity entity, TaskResult<Optional<GameObject>> result)
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{
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SpawnSync(entity, result);
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yield break;
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}
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protected override bool SpawnSync(PrefabChildEntity entity, TaskResult<Optional<GameObject>> result)
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{
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GameObject parent = NitroxEntity.RequireObjectFrom(entity.ParentId);
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PrefabIdentifier prefab = parent.GetAllComponentsInChildren<PrefabIdentifier>()
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.Where(prefab => prefab.classId == entity.ClassId)
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.ElementAt(entity.ComponentIndex);
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if (prefab)
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{
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NitroxEntity.SetNewId(prefab.gameObject, entity.Id);
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result.Set(Optional.OfNullable(prefab.gameObject));
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}
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else
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{
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Log.Error($"Unable to find prefab for: {entity}");
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result.Set(Optional.Empty);
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}
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return true;
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}
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protected override bool SpawnsOwnChildren(PrefabChildEntity entity) => false;
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}
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