Game/Player/PlayerLoadout.cs
using System.Threading.Tasks;
/// <summary>
/// Manages loadout persistence, presets, and restoration for a player.
/// Lives on the Player GameObject alongside PlayerInventory.
/// Listens to inventory events to auto-save, and handles all loadout RPCs directly.
/// </summary>
public sealed class PlayerLoadout : Component, Local.IPlayerEvents, Global.IPlayerEvents
{
[RequireComponent] public Player Player { get; set; }
[RequireComponent] public PlayerInventory Inventory { get; set; }
private bool _isRestoringLoadout;
/// <summary>
/// One entry in a serialized loadout: the prefab resource path and the slot it occupies.
/// </summary>
public struct LoadoutEntry
{
public string PrefabPath { get; set; }
public int Slot { get; set; }
public string SpawnerDataPayload { get; set; }
}
public struct SavedPreset
{
public string Name { get; set; }
public string LoadoutJson { get; set; }
}
public string SerializeLoadout()
{
var entries = Inventory.Weapons
.Where( w => !string.IsNullOrEmpty( w.GameObject.PrefabInstanceSource ) )
.Select( w => new LoadoutEntry
{
PrefabPath = w.GameObject.PrefabInstanceSource,
Slot = w.InventorySlot,
//SpawnerDataPayload = (w as SpawnerWeapon)?.SpawnerData
} )
.ToList();
return entries.Count > 0 ? Json.Serialize( entries ) : null;
}
public void SaveLoadout()
{
//if ( _isRestoringLoadout ) return;
//var json = SerializeLoadout();
//if ( string.IsNullOrEmpty( json ) ) return;
//if ( Player.IsLocalPlayer )
//{
// LocalData.Set( "hotbar", json );
//}
//else
//{
// PushLoadoutToClient( json );
//}
}
public void GiveLoadoutWeapons( string json )
{
var entries = Json.Deserialize<List<LoadoutEntry>>( json );
if ( entries is null ) return;
_isRestoringLoadout = true;
try
{
foreach ( var entry in entries )
{
if ( !Inventory.Pickup( entry.PrefabPath, entry.Slot, false ) )
continue;
//if ( !string.IsNullOrEmpty( entry.SpawnerDataPayload ) && Inventory.GetSlot( entry.Slot ) is SpawnerWeapon spawnerWeapon )
//{
// spawnerWeapon.RestoreSpawnerData( entry.SpawnerDataPayload );
//}
}
}
finally
{
_isRestoringLoadout = false;
}
}
private static async Task EnsureMountedAsync( string json )
{
var entries = Json.Deserialize<List<LoadoutEntry>>( json );
if ( entries is null ) return;
var needsMounts = entries.Any( e => !string.IsNullOrEmpty( e.SpawnerDataPayload )
&& e.SpawnerDataPayload.EndsWith( ".vmdl", StringComparison.OrdinalIgnoreCase ) );
if ( !needsMounts ) return;
foreach ( var entry in Sandbox.Mounting.Directory.GetAll().Where( e => e.Available ) )
await Sandbox.Mounting.Directory.Mount( entry.Ident );
}
public void SwitchToPreset( string loadoutJson )
{
if ( !Networking.IsHost )
{
HostSwitchToPreset( loadoutJson );
return;
}
_ = SwitchToPresetAsync( loadoutJson );
}
public void ResetToDefault()
{
if ( !Networking.IsHost )
{
HostResetToDefault();
return;
}
_ = ResetToDefaultAsync();
}
[Rpc.Host]
private void HostSwitchToPreset( string loadoutJson )
{
_ = SwitchToPresetAsync( loadoutJson );
}
[Rpc.Host]
private void HostResetToDefault()
{
_ = ResetToDefaultAsync();
}
private async Task SwitchToPresetAsync( string loadoutJson )
{
var previousSlot = Inventory.ActiveWeapon?.InventorySlot ?? 0;
foreach ( var weapon in Inventory.Weapons.ToList() )
weapon.DestroyGameObject();
await Task.Yield();
await EnsureMountedAsync( loadoutJson );
GiveLoadoutWeapons( loadoutJson );
var toEquip = Inventory.GetSlot( previousSlot ) ?? Inventory.GetBestWeapon();
if ( toEquip.IsValid() )
Inventory.SwitchWeapon( toEquip );
SaveLoadout();
}
private async Task ResetToDefaultAsync()
{
foreach ( var weapon in Inventory.Weapons.ToList() )
weapon.DestroyGameObject();
await Task.Yield();
Inventory.GiveDefaultWeapons();
Inventory.SwitchWeapon( Inventory.GetBestWeapon() );
SaveLoadout();
}
[Rpc.Host]
private async void HostRestoreLoadoutFromClient( string loadoutJson )
{
foreach ( var weapon in Inventory.Weapons.ToList() )
weapon.DestroyGameObject();
await Task.Yield();
await EnsureMountedAsync( loadoutJson );
GiveLoadoutWeapons( loadoutJson );
var best = Inventory.GetBestWeapon();
if ( best.IsValid() )
Inventory.SwitchWeapon( best );
}
void Global.IPlayerEvents.OnPlayerSpawned( Player player )
{
if ( player != Player ) return;
if ( !Networking.IsHost ) return;
_ = RestoreOnSpawnAsync();
}
private async Task RestoreOnSpawnAsync()
{
//if ( Player.IsLocalPlayer )
//{
// var json = LocalData.Get<string>( "hotbar" );
// if ( !string.IsNullOrEmpty( json ) )
// {
// await EnsureMountedAsync( json );
// GiveLoadoutWeapons( json );
// var best = Inventory.GetBestWeapon();
// if ( best.IsValid() )
// Inventory.SwitchWeapon( best );
// return;
// }
//}
//else
//{
// RequestClientLoadout();
// return;
//}
Inventory.GiveDefaultWeapons();
var bestWeapon = Inventory.GetBestWeapon();
if ( bestWeapon.IsValid() )
Inventory.SwitchWeapon( bestWeapon );
}
void Local.IPlayerEvents.OnDied( PlayerDiedParams args )
{
if ( !Networking.IsHost ) return;
SaveLoadout();
}
void Local.IPlayerEvents.OnPickup( PlayerPickupEvent e )
{
if ( e.Cancelled ) return;
if ( !Networking.IsHost ) return;
SaveLoadout();
}
void Local.IPlayerEvents.OnDrop( PlayerDropEvent e )
{
if ( e.Cancelled ) return;
if ( !Networking.IsHost ) return;
_ = SaveLoadoutAfterYield();
}
void Local.IPlayerEvents.OnRemoveWeapon( PlayerRemoveWeaponEvent e )
{
if ( e.Cancelled ) return;
if ( !Networking.IsHost ) return;
_ = SaveLoadoutAfterYield();
}
void Local.IPlayerEvents.OnMoveSlot( PlayerMoveSlotEvent e )
{
if ( e.Cancelled ) return;
if ( !Networking.IsHost ) return;
SaveLoadout();
}
private async Task SaveLoadoutAfterYield()
{
await Task.Yield();
SaveLoadout();
}
}