// Used for Effect based triggers ( such as Contaminated areas )
// Allows us to unify these triggers and treat Enter / Exit events as if all triggers were one
class TriggerEffectManager
{
static ref TriggerEffectManager m_This;
// Player map will only be handled client side as it is most relevant
ref map<string, ref map<PlayerBase, int>> m_PlayerInsiderMap; // Used to keep track of which players are in which effects
void TriggerEffectManager()
{
m_PlayerInsiderMap = new map<string, ref map<PlayerBase, int>>;
}
static void DestroyInstance()
{
m_This = null;
}
// This is a SINGLETON so, if we can't get the instance, we create it
static TriggerEffectManager GetInstance()
{
if ( !m_This )
m_This = new TriggerEffectManager();
return m_This;
}
void RegisterTriggerType( EffectTrigger effectTrigger )
{
if ( !m_PlayerInsiderMap.Contains( effectTrigger.GetType() ) )
{
map<PlayerBase, int> playerMap = new map<PlayerBase, int>;
m_PlayerInsiderMap.Insert( effectTrigger.GetType(), playerMap );
//Debug.Log( "We have : " + m_PlayerInsiderMap.Count() + " triggers");
}
}
// When a player enters a trigger using this class, we add player to map or increase its trigger count
void OnPlayerEnter( notnull PlayerBase player, notnull EffectTrigger trigger )
{
string trigger_type = trigger.GetType();
map<PlayerBase, int> playerMap;
if ( m_PlayerInsiderMap.Find( trigger_type, playerMap) )
{
if ( playerMap )
{
if ( playerMap.Contains( player ) )
{
int newTriggerCount = playerMap.Get( player ) + 1;
playerMap.Set( player, newTriggerCount );
//Debug.Log("We increase the amount of triggers a player is in");
}
else
{
// First time this player enters this type of trigger, we set the trigger count to 1
playerMap.Insert( player, 1 );
if (trigger.GetEffectArea())
trigger.GetEffectArea().OnPlayerEnterServer(player, trigger);
//Debug.Log("We insert a player");
}
//m_PlayerInsiderMap.Set( trigger_type, playerMap );
}
else
{
// We didn't have the map yet, we create it and register this player in it
playerMap = new map<PlayerBase, int>;
playerMap.Insert( player, 1 );
if (trigger.GetEffectArea())
trigger.GetEffectArea().OnPlayerEnterServer(player, trigger);
m_PlayerInsiderMap.Insert( trigger_type, playerMap );
}
}
}
void OnPlayerInsideEffectAreaEnter(PlayerBase player);
void OnPlayerInsideEffectAreaExit(PlayerBase player);
// Same as OnPlayerEnter, but we decrease trigger count on each trigger leave and remove player from map when count is 0
void OnPlayerExit( notnull PlayerBase player, notnull EffectTrigger trigger )
{
string trigger_type = trigger.GetType();
map<PlayerBase, int> playerMap;
if ( m_PlayerInsiderMap.Find( trigger_type, playerMap ) && playerMap )
{
if ( playerMap.Contains( player ))
{
if( playerMap.Get( player ) > 1 )
{
//Debug.Log("We reduced the amount of triggers the player is in");
playerMap.Set( player, playerMap.Get( player ) - 1 );
}
else
{
// The player left the last trigger of this type they were in
playerMap.Remove( player );
if (trigger.GetEffectArea())
trigger.GetEffectArea().OnPlayerExitServer(player,trigger);
player.RemoveCurrentEffectTrigger();
//Debug.Log("We removed this player from this trigger type");
}
}
//m_PlayerInsiderMap.Set( trigger_type, playerMap );
}
}
bool IsPlayerInTriggerType( notnull PlayerBase player, notnull EffectTrigger trigger )
{
map<PlayerBase, int> playerMap;
if ( m_PlayerInsiderMap.Find( trigger.GetType(), playerMap ) )
{
return playerMap != null && playerMap.Contains( player );
}
return false;
}
}
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