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using QSB.Anglerfish.Messages;
using QSB.Anglerfish.TransformSync;
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using QSB.Messaging;
using QSB.Utility.LinkedWorldObject;
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using UnityEngine;
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namespace QSB.Anglerfish.WorldObjects;
public class QSBAngler : LinkedWorldObject<AnglerfishController, AnglerTransformSync>
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{
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public override bool ShouldDisplayDebug() => false;
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public Transform TargetTransform;
public Vector3 TargetVelocity { get; private set; }
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private Vector3 _lastTargetPosition;
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protected override GameObject NetworkObjectPrefab => QSBNetworkManager.singleton.AnglerPrefab;
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public override void SendInitialState(uint to) =>
this.SendMessage(new AnglerDataMessage(this) { To = to });
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public void UpdateTargetVelocity()
{
if (TargetTransform == null)
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{
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return;
}
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TargetVelocity = TargetTransform.position - _lastTargetPosition;
_lastTargetPosition = TargetTransform.position;
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}
}