2021-04-27 21:09:57 +00:00
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using QSB.SectorSync.WorldObjects;
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using UnityEngine;
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namespace QSB.TransformSync
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{
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2021-04-27 21:49:12 +00:00
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internal class IntermediaryTransform
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2021-04-27 21:09:57 +00:00
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{
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private Transform _attachedTransform;
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private QSBSector _referenceSector;
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2021-04-27 21:49:12 +00:00
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public IntermediaryTransform(Transform transform) => _attachedTransform = transform;
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2021-04-27 21:09:57 +00:00
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/// <summary>
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/// Get the world position of this INVISIBLE transform.
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/// </summary>
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public Vector3 GetPosition()
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=> _attachedTransform.position;
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/// <summary>
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/// Set the world position of this INVISIBLE transform.
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/// </summary>
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public void SetPosition(Vector3 worldPos)
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=> _attachedTransform.position = worldPos;
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/// <summary>
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/// Get the world rotation of this INVISIBLE transform.
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/// </summary>
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public Quaternion GetRotation()
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=> _attachedTransform.rotation;
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/// <summary>
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/// Set the world rotation of this INVISIBLE transform.
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/// </summary>
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public void SetRotation(Quaternion worldRot)
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=> _attachedTransform.rotation = worldRot;
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/// <summary>
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/// Sets the reference sector - what sector this transform is syncing to.
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/// </summary>
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/// <param name="sector">The new reference sector.</param>
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public void SetReferenceSector(QSBSector sector)
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=> _referenceSector = sector;
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/// <summary>
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/// Sets the position of the INVISIBLE transform to be correct, according to the reference sector and the position of the VISIBLE transform.
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/// </summary>
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/// <param name="worldPosition">The world position of the VISIBLE transform.</param>
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public void EncodePosition(Vector3 worldPosition)
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=> SetPosition(_referenceSector.Transform.InverseTransformPoint(worldPosition));
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/// <summary>
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/// Sets the rotation of the INVISIBLE transform to be correct, according to the reference sector and the rotation of the VISIBLE transform.
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/// </summary>
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/// <param name="worldPosition">The world rotation of the VISIBLE transform.</param>
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public void EncodeRotation(Quaternion worldRotation)
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=> SetRotation(_referenceSector.Transform.InverseTransformRotation(worldRotation));
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/// <summary>
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/// Gets what the VISIBLE transform's position should be, from the reference sector and the position of the INVISIBLE transform.
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/// </summary>
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public Vector3 GetTargetPosition()
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=> GetPosition();
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/// <summary>
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/// Gets what the VISIBLE transform's rotation should be, from the reference sector and the rotation of the INVISIBLE transform.
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/// </summary>
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public Quaternion GetTargetRotation()
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=> GetRotation();
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}
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}
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