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using Cysharp.Threading.Tasks;
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using QSB.AuthoritySync;
using QSB.Utility;
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using QSB.WorldSync;
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using System;
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using System.Threading;
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/*
* For those who come here,
* leave while you still can.
*/
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namespace QSB.EchoesOfTheEye.LightSensorSync.WorldObjects;
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/// <summary>
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/// TODO: switch this over to some sort of auth system.
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/// list of illuminators doesn't work because if a player illuminates and then leaves,
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/// it'll be considered illuminated forever until they come back.
///
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/// BUG: this breaks in zone2.
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/// the sector it's enabled in is bigger than the sector the zone2 walls are enabled in :(
/// maybe this can be fixed by making the collision group use the same sector.
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/// </summary>
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internal class QSBLightSensor : AuthWorldObject<SingleLightSensor>
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{
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internal bool _locallyIlluminated;
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public Action OnDetectLocalLight;
public Action OnDetectLocalDarkness;
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public override bool CanOwn => AttachedObject.enabled;
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public override void SendInitialState(uint to)
{
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base.SendInitialState(to);
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// todo initial state
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}
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public override async UniTask Init(CancellationToken ct)
{
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await base.Init(ct);
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// do this stuff here instead of Start, since world objects won't be ready by that point
Delay.RunWhen(() => QSBWorldSync.AllObjectsReady, () =>
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{
if (AttachedObject._sector != null)
{
if (AttachedObject._startIlluminated)
{
_locallyIlluminated = true;
OnDetectLocalLight?.Invoke();
}
}
});
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}
}