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using QSB.EyeOfTheUniverse.EyeStateSync.Messages;
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using QSB.Messaging;
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using QSB.Player;
using QSB.Utility;
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using QSB.WorldSync;
using System.Linq;
using UnityEngine;
namespace QSB.EyeOfTheUniverse.MaskSync
{
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internal class MaskManager : MonoBehaviour
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{
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private static bool _flickering;
private static float _flickerOutTime;
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public void Awake() => QSBSceneManager.OnSceneLoaded += OnSceneLoaded;
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private static void OnSceneLoaded(OWScene oldScene, OWScene newScene, bool inUniverse)
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{
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_flickering = false;
_flickerOutTime = 0f;
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}
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public static void FlickerOutShuttle()
{
FlickerMessage.IgnoreNextMessage = true;
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GlobalMessenger<float, float>.FireEvent(OWEvents.FlickerOffAndOn, 0.5f, 0.5f);
_flickerOutTime = Time.time + 0.5f;
_flickering = true;
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// hide all players in shuttle
QSBPlayerManager.PlayerList.Where(x => x.IsInEyeShuttle).ForEach(x => x.DitheringAnimator.SetVisibleImmediate(false));
}
private void Update()
{
if (_flickering && Time.time > _flickerOutTime)
{
var controller = QSBWorldSync.GetUnityObjects<EyeShuttleController>().First();
controller._shuttleObject.SetActive(false);
_flickering = false;
_flickerOutTime = 0f;
}
}
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}
}