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using QSB.CampfireSync.WorldObjects;
using QSB.Events;
using QSB.WorldSync;
using QSB.WorldSync.Events;
namespace QSB.CampfireSync.Events
{
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internal class CampfireStateEvent : QSBEvent<EnumWorldObjectMessage<Campfire.State>>
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{
public override bool RequireWorldObjectsReady() => true;
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public override void SetupListener() => GlobalMessenger<int, Campfire.State>.AddListener(EventNames.QSBCampfireState, Handler);
public override void CloseListener() => GlobalMessenger<int, Campfire.State>.RemoveListener(EventNames.QSBCampfireState, Handler);
private void Handler(int objId, Campfire.State state) => SendEvent(CreateMessage(objId, state));
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private EnumWorldObjectMessage<Campfire.State> CreateMessage(int objId, Campfire.State state) => new()
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{
AboutId = LocalPlayerId,
ObjectId = objId,
EnumValue = state
};
public override void OnReceiveRemote(bool server, EnumWorldObjectMessage<Campfire.State> message)
{
var campfireObj = QSBWorldSync.GetWorldFromId<QSBCampfire>(message.ObjectId);
campfireObj.SetState(message.EnumValue);
}
}
}