6 class SCR_SpawnPointRespawnRequestComponent : SCR_SpawnRequestComponent
11 return SCR_SpawnPointSpawnHandlerComponent;
23 #ifdef _ENABLE_RESPAWN_LOGS
24 Print(
string.Format(
"%1::DoCanRequestRespawn(playerId: %2, data: %3)", Type().ToString(),
37 [
RplRpc(RplChannel.Reliable, RplRcver.Server)]
40 #ifdef _ENABLE_RESPAWN_LOGS
41 Print(
string.Format(
"%1::Rpc_CanRequestRespawn_S(playerId: %2, spawnPointId: %3, pref: %4)", Type().ToString(),
44 prefab), LogLevel.NORMAL);
55 #ifdef _ENABLE_RESPAWN_LOGS
56 Print(
string.Format(
"%1::DoRequestRespawn(playerId: %2, data: %3)", Type().ToString(),
69 [
RplRpc(RplChannel.Reliable, RplRcver.Server)]
72 #ifdef _ENABLE_RESPAWN_LOGS
73 Print(
string.Format(
"%1::Rpc_RequestRespawn_S(playerId: %2, spawnPointId: %3, pref: %4)", Type().ToString(),
76 prefab), LogLevel.NORMAL);
86 override SCR_BaseRespawnDiag CreateDiag()
88 return new SCR_SpawnPointRespawnDiag();
94 class SCR_SpawnPointRespawnDiag : SCR_RespawnDiag<SCR_SpawnPointRespawnRequestComponent>
96 protected string m_Prefab =
"{7A9EE19AB67B298B}Prefabs/Characters/Factions/INDFOR/FIA/Character_FIA_base.et";
97 protected RplId m_RplId;
99 override void DrawContent()
102 DbgUI.InputText(
"Prefab: ",
m_Prefab);
104 DbgUI.InputInt(
"RplId: ", m_RplId);
107 DbgUI.Text(
"======== UTILITY ========");
109 DbgUI.InputInt(
"Index2Id: ",
index);
113 string strRplId = point.GetRplId().ToString();
114 DbgUI.Text(
string.Format(
"Point index: %1\n\tRplId: %2\n\tFaction: %3\n\tType: %4",
115 index, strRplId, point.GetFactionKey(), point.Type().ToString()));
117 SCR_PlayerSpawnPoint psp = SCR_PlayerSpawnPoint.Cast(point);
120 int pid = psp.GetPlayerID();
121 string pnam =
GetGame().GetPlayerManager().GetPlayerName(pid);
122 DbgUI.Text(
string.Format(
" playerId: %1\n playerName: %2", pid, pnam));
125 DbgUI.Text(
string.Format(
"IsActive: %1", point.IsSpawnPointActive()));
127 if (DbgUI.Button(
"Copy RplId to clipboard"))
128 System.ExportToClipboard(strRplId);
132 DbgUI.Text(
string.Format(
"No spawn point at index: %1",
index));