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using QSB.ClientServerStateSync;
using QSB.Events;
using QSB.Utility;
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using UnityEngine;
namespace QSB.StatueSync.Events
{
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internal class StartStatueEvent : QSBEvent<StartStatueMessage>
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{
public override bool RequireWorldObjectsReady => true;
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public override void SetupListener()
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=> GlobalMessenger<Vector3, Quaternion, float>.AddListener(EventNames.QSBStartStatue, Handler);
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public override void CloseListener()
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=> GlobalMessenger<Vector3, Quaternion, float>.RemoveListener(EventNames.QSBStartStatue, Handler);
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private void Handler(Vector3 position, Quaternion rotation, float degrees)
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=> SendEvent(CreateMessage(position, rotation, degrees));
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private StartStatueMessage CreateMessage(Vector3 position, Quaternion rotation, float degrees) => new()
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{
AboutId = LocalPlayerId,
PlayerPosition = position,
PlayerRotation = rotation,
CameraDegrees = degrees
};
public override void OnReceiveLocal(bool server, StartStatueMessage message)
{
if (!QSBCore.IsHost)
{
return;
}
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ServerStateManager.Instance.FireChangeServerStateEvent(ServerState.InStatueCutscene);
}
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public override void OnReceiveRemote(bool server, StartStatueMessage message)
{
StatueManager.Instance.BeginSequence(message.PlayerPosition, message.PlayerRotation, message.CameraDegrees);
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if (!QSBCore.IsHost)
{
return;
}
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ServerStateManager.Instance.FireChangeServerStateEvent(ServerState.InStatueCutscene);
}
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}
}