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using Cysharp.Threading.Tasks;
using QSB.Player;
using QSB.WorldSync;
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using System;
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using System.Collections.Generic;
using System.Threading;
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namespace QSB.EchoesOfTheEye.LightSensorSync.WorldObjects;
internal class QSBLightSensor : WorldObject<SingleLightSensor>
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{
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public bool LocallyIlluminated;
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public Action OnDetectLocalLight;
public Action OnDetectLocalDarkness;
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internal bool _clientIlluminated;
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private readonly List<uint> _illuminatedBy = new();
public override void SendInitialState(uint to) { }
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public override async UniTask Init(CancellationToken ct) => QSBPlayerManager.OnRemovePlayer += OnPlayerLeave;
public override void OnRemoval() => QSBPlayerManager.OnRemovePlayer -= OnPlayerLeave;
private void OnPlayerLeave(PlayerInfo player) =>
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SetIlluminated(player.PlayerId, false);
public void SetIlluminated(uint playerId, bool illuminated)
{
// var illuminated = __instance._illuminated;
// if (!illuminated && __instance._illuminated)
// {
// __instance.OnDetectLight.Invoke();
// }
// else if (illuminated && !__instance._illuminated)
// {
// __instance.OnDetectDarkness.Invoke();
// }
}
}