quantum-space-buddies/QSB/PlayerInfo.cs

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using System.Linq;
using QSB.Tools;
using QSB.Utility;
using UnityEngine;
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namespace QSB
{
public class PlayerInfo
{
public uint NetId { get; }
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public GameObject Body { get; set; }
public GameObject Camera { get; set; }
public GameObject ProbeBody { get; set; }
public QSBProbe Probe { get; set; }
public QSBFlashlight FlashLight => Camera.GetComponentInChildren<QSBFlashlight>();
public QSBTool Signalscope => GetToolByType(ToolType.Signalscope);
public QSBTool Translator => GetToolByType(ToolType.Translator);
public QSBTool ProbeLauncher => GetToolByType(ToolType.ProbeLauncher);
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public string Name { get; set; }
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public bool IsReady { get; set; }
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public State State { get; set; }
public PlayerInfo(uint id)
{
NetId = id;
}
public void UpdateState(State state, bool value)
{
var states = State;
if (value)
{
FlagsHelper.Set(ref states, state);
}
else
{
FlagsHelper.Unset(ref states, state);
}
State = states;
}
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public void UpdateStateObjects()
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{
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if (OWInput.GetInputMode() == InputMode.None)
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{
return;
}
FlashLight?.UpdateState(FlagsHelper.IsSet(State, State.Flashlight));
Translator?.ChangeEquipState(FlagsHelper.IsSet(State, State.Translator));
ProbeLauncher?.ChangeEquipState(FlagsHelper.IsSet(State, State.ProbeLauncher));
Signalscope?.ChangeEquipState(FlagsHelper.IsSet(State, State.Signalscope));
PlayerRegistry.GetAnimationSync(NetId)?.SetSuitState(FlagsHelper.IsSet(State, State.Suit));
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}
public bool GetState(State state)
{
return FlagsHelper.IsSet(State, state);
}
private QSBTool GetToolByType(ToolType type)
{
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return Camera?.GetComponentsInChildren<QSBTool>()
.FirstOrDefault(x => x.Type == type);
}
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}
}