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using QSB.Messaging;
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using QSB.TransformSync;
using QSB.Utility;
using UnityEngine.Networking;
namespace QSB.Events
{
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public class PlayerState : NetworkBehaviour
{
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public static PlayerState LocalInstance { get; private set; }
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private MessageHandler<PlayerStateMessage> _messageHandler;
private void Awake()
{
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_messageHandler = new MessageHandler<PlayerStateMessage>(MessageType.FullState);
_messageHandler.OnClientReceiveMessage += OnClientReceiveMessage;
LocalInstance = this;
}
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private void OnClientReceiveMessage(PlayerStateMessage message)
{
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if (message.SenderId == PlayerTransformSync.LocalInstance.netId.Value)
{
return;
}
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UnityHelper.Instance.RunWhen(() => PlayerRegistry.GetTransformSync(message.SenderId) != null,
() => PlayerRegistry.HandleFullStateMessage(message));
}
public void Send()
{
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foreach (var player in PlayerRegistry.PlayerList)
{
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var message = new PlayerStateMessage
{
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SenderId = player.NetId,
PlayerName = player.Name,
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PlayerReady = player.IsReady,
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PlayerState = player.State
};
_messageHandler.SendToAll(message);
}
}
}
}