quantum-space-buddies/QSB/TransformSync/PlayerTransformSync.cs

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using QSB.Animation;
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using UnityEngine;
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namespace QSB.TransformSync
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{
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public class PlayerTransformSync : TransformSync
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{
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public static PlayerTransformSync LocalInstance { get; private set; }
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public Transform bodyTransform;
public override void OnStartLocalPlayer()
{
LocalInstance = this;
}
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private uint GetAttachedNetId()
{
/*
Players are stored in PlayerRegistry using a specific ID. This ID has to remain the same
for all components of a player, so I've chosen to used the netId of PlayerTransformSync.
This is minus 0 so all transformsyncs follow the same template.
*/
return netId.Value - 0;
}
private Transform GetPlayerModel()
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{
return Locator.GetPlayerTransform().Find("Traveller_HEA_Player_v2");
}
protected override Transform InitLocalTransform()
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{
var body = GetPlayerModel();
bodyTransform = body;
GetComponent<AnimationSync>().InitLocal(body);
PlayerRegistry.GetPlayer(GetAttachedNetId()).Body = body.gameObject;
return body;
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}
protected override Transform InitRemoteTransform()
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{
var body = Instantiate(GetPlayerModel());
bodyTransform = body;
GetComponent<AnimationSync>().InitRemote(body);
var marker = body.gameObject.AddComponent<PlayerHUDMarker>();
marker.SetId(netId.Value);
PlayerRegistry.GetPlayer(GetAttachedNetId()).Body = body.gameObject;
return body;
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}
protected override bool IsReady()
{
return Locator.GetPlayerTransform() != null && PlayerRegistry.PlayerExists(GetAttachedNetId());
}
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}
}