quantum-space-buddies/QSB/Animation/Player/CrouchSync.cs

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using QSB.Utility;
using QSB.Utility.VariableSync;
using QuantumUNET;
using UnityEngine;
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using UnityEngine.Networking;
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namespace QSB.Animation.Player
{
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public class CrouchSync : QNetworkBehaviour
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{
public AnimFloatParam CrouchParam { get; } = new AnimFloatParam();
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private const float CrouchSmoothTime = 0.05f;
private const int CrouchLayerIndex = 1;
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private PlayerCharacterController _playerController;
private Animator _bodyAnim;
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private VariableReference<float> _crouchValueReference;
private FloatVariableSyncer _variableSyncer;
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public float CrouchValue;
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public void Init(PlayerCharacterController playerController, Animator bodyAnim)
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{
_playerController = playerController;
_bodyAnim = bodyAnim;
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DebugLog.DebugWrite($"create reference");
_crouchValueReference = new VariableReference<float>(() => CrouchValue, val => CrouchValue = val);
DebugLog.DebugWrite($"add syncer");
_variableSyncer = gameObject.AddComponent<FloatVariableSyncer>();
_variableSyncer.FloatToSync = _crouchValueReference;
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}
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public void Update()
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{
if (IsLocalPlayer)
{
SyncLocalCrouch();
return;
}
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SyncRemoteCrouch();
}
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private void SyncLocalCrouch()
{
if (_playerController == null)
{
return;
}
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var jumpChargeFraction = _playerController.GetJumpCrouchFraction();
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DebugLog.DebugWrite($"update reference value");
_crouchValueReference.Value = jumpChargeFraction;
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}
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private void SyncRemoteCrouch()
{
if (_bodyAnim == null)
{
return;
}
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CrouchParam.Target = CrouchValue;
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CrouchParam.Smooth(CrouchSmoothTime);
var jumpChargeFraction = CrouchParam.Current;
_bodyAnim.SetLayerWeight(CrouchLayerIndex, jumpChargeFraction);
}
}
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}