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using QSB.Anglerfish.TransformSync;
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using QSB.AuthoritySync;
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using QSB.WorldSync;
using QuantumUNET;
using UnityEngine;
namespace QSB.Anglerfish.WorldObjects
{
public class QSBAngler : WorldObject<AnglerfishController>
{
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public AnglerTransformSync TransformSync;
public Transform TargetTransform;
public Vector3 TargetVelocity { get; private set; }
private Vector3 _lastTargetPosition;
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public override void Init(AnglerfishController attachedObject, int id)
{
ObjectId = id;
AttachedObject = attachedObject;
if (QSBCore.IsHost)
{
QNetworkServer.Spawn(Object.Instantiate(QSBNetworkManager.Instance.AnglerPrefab));
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}
StartDelayedReady();
QSBCore.UnityEvents.RunWhen(() => TransformSync, () =>
{
FinishDelayedReady();
if (QSBCore.IsHost)
{
TransformSync.NetIdentity.RegisterAuthQueue();
}
// for when you host/connect mid-game
TransformSync.NetIdentity.FireAuthQueue(!AttachedObject._anglerBody.IsSuspended());
});
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}
public override void OnRemoval()
{
if (QSBCore.IsHost)
{
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TransformSync.NetIdentity.UnregisterAuthQueue();
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QNetworkServer.Destroy(TransformSync.gameObject);
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}
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}
public void UpdateTargetVelocity()
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{
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if (TargetTransform == null)
{
return;
}
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TargetVelocity = TargetTransform.position - _lastTargetPosition;
_lastTargetPosition = TargetTransform.position;
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}
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}
}