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using QSB.ClientServerStateSync;
using QSB.Messaging;
using QSB.WorldSync;
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using QuantumUNET.Transport;
using UnityEngine;
namespace QSB.StatueSync.Messages
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{
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internal class StartStatueMessage : QSBMessage
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{
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private Vector3 PlayerPosition;
private Quaternion PlayerRotation;
private float CameraDegrees;
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public StartStatueMessage(Vector3 position, Quaternion rotation, float degrees)
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{
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PlayerPosition = position;
PlayerRotation = rotation;
CameraDegrees = degrees;
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}
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public StartStatueMessage() { }
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public override void Serialize(QNetworkWriter writer)
{
base.Serialize(writer);
writer.Write(PlayerPosition);
writer.Write(PlayerRotation);
writer.Write(CameraDegrees);
}
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public override void Deserialize(QNetworkReader reader)
{
base.Deserialize(reader);
PlayerPosition = reader.ReadVector3();
PlayerRotation = reader.ReadQuaternion();
CameraDegrees = reader.ReadSingle();
}
public override bool ShouldReceive => WorldObjectManager.AllObjectsReady;
public override void OnReceiveLocal()
{
if (QSBCore.IsHost)
{
ServerStateManager.Instance.SendChangeServerStateMessage(ServerState.InStatueCutscene);
}
}
public override void OnReceiveRemote()
{
if (QSBCore.IsHost)
{
ServerStateManager.Instance.SendChangeServerStateMessage(ServerState.InStatueCutscene);
}
StatueManager.Instance.BeginSequence(PlayerPosition, PlayerRotation, CameraDegrees);
}
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}
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}