77 lines
2.2 KiB
C#
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using QSB.Tools;
using UnityEngine;
namespace QSB.TransformSync
{
public class PlayerProbeSync : TransformSync
{
public static PlayerProbeSync LocalInstance { get; private set; }
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protected override uint PlayerIdOffset => 3;
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public Transform bodyTransform;
public override void OnStartLocalPlayer()
{
LocalInstance = this;
}
private Transform GetProbe()
{
return Locator.GetProbe().transform.Find("CameraPivot").Find("Geometry");
}
protected override Transform InitLocalTransform()
{
var body = GetProbe();
bodyTransform = body;
Player.ProbeBody = body.gameObject;
return body;
}
protected override Transform InitRemoteTransform()
{
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var probe = GetProbe();
probe.gameObject.SetActive(false);
var body = Instantiate(probe);
probe.gameObject.SetActive(true);
Destroy(body.GetComponentInChildren<ProbeAnimatorController>());
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PlayerToolsManager.CreateProbe(body, Player);
bodyTransform = body;
Player.ProbeBody = body.gameObject;
return body;
}
protected override void UpdateTransform()
{
base.UpdateTransform();
if (Player.GetState(State.ProbeActive))
{
return;
}
if (hasAuthority)
{
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transform.position = ReferenceSector.Transform.InverseTransformPoint(Player.Camera.transform.position); // this looks shitty, but fixes the NRE from ProbeLauncher
return;
}
if (SyncedTransform.position == Vector3.zero ||
SyncedTransform.position == Locator.GetAstroObject(AstroObject.Name.Sun).transform.position)
{
return;
}
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SyncedTransform.localPosition = ReferenceSector.Transform.InverseTransformPoint(Player.Camera.transform.position); // this looks shitty, but fixes the NRE from ProbeLauncher
}
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public override bool IsReady => Locator.GetProbe() != null && PlayerRegistry.PlayerExists(PlayerId) && Player.IsReady;
}
}