check if local player exists before sending

This commit is contained in:
JohnCorby 2021-12-23 12:38:14 -08:00
parent ee0de74c69
commit a0655b67eb

View File

@ -1,14 +1,22 @@
using QSB.Events;
using QSB.Messaging;
using QSB.Player;
using QSB.Player.TransformSync;
using QSB.WorldSync;
namespace QSB.EyeOfTheUniverse.EyeStateSync.Events
{
internal class EyeStateMessage : QSBEnumMessage<EyeState>
{
static EyeStateMessage() => GlobalMessenger<EyeState>.AddListener(EventNames.EyeStateChanged,
state => new EyeStateMessage(state).Send());
static EyeStateMessage() => GlobalMessenger<EyeState>.AddListener(EventNames.EyeStateChanged, Handler);
private static void Handler(EyeState state)
{
if (PlayerTransformSync.LocalInstance != null)
{
new EyeStateMessage(state).Send();
}
}
public EyeStateMessage(EyeState state) => Value = state;