quantum-space-buddies/QSB/EchoesOfTheEye/LightSensorSync/QSBPlayerLightSensor.cs

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2022-08-16 23:57:17 +00:00
using QSB.EchoesOfTheEye.LightSensorSync.Messages;
using QSB.Messaging;
using QSB.Player;
using QSB.WorldSync;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/*
* For those who come here,
* leave while you still can.
*/
namespace QSB.EchoesOfTheEye.LightSensorSync;
/// <summary>
/// stores a bit of extra data needed for player light sensor sync
///
/// 2 uses:
/// - AlarmTotem.CheckPlayerVisible
/// GhostSensors.FixedUpdate_Sensors
///
/// TODO: this can probably be massively simplified to work with these uses only
///
/// we don't have to worry about start illuminated or sectors
/// </summary>
[RequireComponent(typeof(SingleLightSensor))]
public class QSBPlayerLightSensor : MonoBehaviour
{
private SingleLightSensor _lightSensor;
[NonSerialized]
public uint PlayerId;
internal bool _locallyIlluminated;
internal readonly List<uint> _illuminatedBy = new();
private void Awake()
{
_lightSensor = GetComponent<SingleLightSensor>();
PlayerId = QSBPlayerManager.PlayerList.First(x => x.LightSensor == _lightSensor).PlayerId;
RequestInitialStatesMessage.SendInitialState += SendInitialState;
QSBPlayerManager.OnRemovePlayer += OnPlayerLeave;
}
private void OnDestroy()
{
RequestInitialStatesMessage.SendInitialState -= SendInitialState;
QSBPlayerManager.OnRemovePlayer -= OnPlayerLeave;
}
private void SendInitialState(uint to)
{
new PlayerIlluminatedByMessage(PlayerId, _illuminatedBy.ToArray()) { To = to }.Send();
if (_lightSensor._illuminatingDreamLanternList != null)
{
new PlayerIlluminatingLanternsMessage(PlayerId, _lightSensor._illuminatingDreamLanternList) { To = to }.Send();
}
}
private void OnPlayerLeave(PlayerInfo player) => SetIlluminated(player.PlayerId, false);
public void SetIlluminated(uint playerId, bool locallyIlluminated)
{
var illuminated = _illuminatedBy.Count > 0;
if (locallyIlluminated)
{
_illuminatedBy.SafeAdd(playerId);
}
else
{
_illuminatedBy.QuickRemove(playerId);
}
if (!illuminated && _illuminatedBy.Count > 0)
{
_lightSensor._illuminated = true;
_lightSensor.OnDetectLight.Invoke();
}
else if (illuminated && _illuminatedBy.Count == 0)
{
_lightSensor._illuminated = false;
_lightSensor.OnDetectDarkness.Invoke();
}
}
}