Manager component that spawns Pack-a-Punch machines from the active level config into the scene. It ensures a singleton instance, can be created per-scene with Ensure, rebuilds by destroying existing machines and instantiating new ones at configured spots, and computes machine rotation flattened to the floor normal.
using Sandbox;
using System.Linq;
namespace NZombies;
/// <summary>
/// Builds the config's Pack-a-Punch machines into the world.
///
/// ⚠️ The same shape as DebrisManager / BarricadeManager / MysteryBoxManager —
/// Ensure creates it on demand, NotSaved keeps it out of the map, Rebuild is the
/// single entry point. Copying that shape is deliberate: a manager refreshed
/// differently from its siblings is one more thing to remember at every call site
/// that puts a config into the world.
/// </summary>
public sealed class PackAPunchManager : Component
{
public static PackAPunchManager Instance { get; private set; }
protected override void OnAwake() => Instance = this;
protected override void OnDestroy() { if ( Instance == this ) Instance = null; }
public static PackAPunchManager Ensure( Scene scene )
{
if ( Instance.IsValid() ) return Instance;
if ( !scene.IsValid() ) return null;
var go = scene.CreateObject();
go.Name = "Pack-a-Punch Manager";
go.Flags |= GameObjectFlags.NotSaved;
return go.Components.Create<PackAPunchManager>();
}
/// <summary>Destroy what is standing and build the config again.</summary>
public void Rebuild()
{
foreach ( var m in PackAPunch.All.ToList() )
m?.GameObject?.Destroy();
PackAPunch.All.Clear();
var list = ActiveConfig.Current?.PackAPunches;
if ( list is null || list.Count == 0 ) return;
foreach ( var spot in list )
Build( spot );
Log.Info( $"[nz] {list.Count} Pack-a-Punch machine(s) built" );
}
void Build( PackAPunchSpot spot )
{
var go = Scene.CreateObject();
go.Name = "Pack-a-Punch";
go.Flags |= GameObjectFlags.NotSaved;
go.NetworkMode = NetworkMode.Never; // ⛔ THIS MACHINE'S OWN — out of a joiner's snapshot, where it would stand frozen (NZNetListener)
go.WorldPosition = spot.Position;
go.WorldRotation = OnFloor( spot );
go.Components.Create<PackAPunch>();
}
/// <summary>
/// A rotation facing `yaw` but lying flat on the spot's floor.
///
/// ⛔ The SAME maths MysteryBoxManager documents — the heading is projected onto
/// the surface plane before LookAt sees it, because feeding LookAt a yaw that
/// is not perpendicular to the up vector lets it renormalise however it likes
/// and twists the machine on a slope.
/// </summary>
static Rotation OnFloor( PackAPunchSpot spot )
{
var up = spot.Normal.IsNearlyZero() ? Vector3.Up : spot.Normal.Normal;
var heading = Rotation.FromYaw( spot.Yaw ).Forward;
var forward = (heading - up * heading.Dot( up )).Normal;
if ( forward.IsNearlyZero() )
return Rotation.From( 0f, spot.Yaw, 0f );
return Rotation.LookAt( forward, up );
}
}