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https://github.com/misternebula/quantum-space-buddies.git
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use new bundles
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@ -1,20 +1,14 @@
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using OWML.Common;
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using OWML.Utils;
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using QSB.Animation.Player;
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using QSB.Animation.Player.Thrusters;
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using QSB.ClientServerStateSync;
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using QSB.DeathSync;
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using QSB.Events;
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using QSB.Instruments;
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using QSB.OrbSync.TransformSync;
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using QSB.Patches;
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using QSB.Player;
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using QSB.Player.TransformSync;
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using QSB.PoolSync;
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using QSB.ShipSync.TransformSync;
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using QSB.Anglerfish.TransformSync;
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using QSB.TimeSync;
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using QSB.Tools.ProbeTool.TransformSync;
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using QSB.Utility;
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using QSB.WorldSync;
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using QuantumUNET;
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@ -56,38 +50,18 @@ namespace QSB
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PlayerName = GetPlayerName();
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_assetBundle = QSBCore.NetworkAssetBundle;
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playerPrefab = _assetBundle.LoadAsset<GameObject>("assets/NETWORK_Player_Body.prefab");
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SetupNetworkId(playerPrefab, 1);
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SetupNetworkTransform(playerPrefab);
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playerPrefab.AddComponent<PlayerTransformSync>();
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playerPrefab.AddComponent<AnimationSync>();
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playerPrefab.AddComponent<CrouchSync>();
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playerPrefab.AddComponent<WakeUpSync>();
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playerPrefab.AddComponent<JetpackAccelerationSync>();
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playerPrefab.AddComponent<InstrumentsManager>();
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playerPrefab = _assetBundle.LoadAsset<GameObject>("Assets/Prefabs/NETWORK_Player_Body.prefab");
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ShipPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkship.prefab");
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SetupNetworkId(ShipPrefab, 2);
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SetupNetworkTransform(ShipPrefab);
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ShipPrefab.AddComponent<ShipTransformSync>();
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ShipPrefab = _assetBundle.LoadAsset<GameObject>("assets/Prefabs/networkship.prefab");
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spawnPrefabs.Add(ShipPrefab);
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_probePrefab = _assetBundle.LoadAsset<GameObject>("assets/networkprobe.prefab");
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SetupNetworkId(_probePrefab, 3);
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SetupNetworkTransform(_probePrefab);
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_probePrefab.AddComponent<PlayerProbeSync>();
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_probePrefab = _assetBundle.LoadAsset<GameObject>("assets/Prefabs/networkprobe.prefab");
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spawnPrefabs.Add(_probePrefab);
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OrbPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkorb.prefab");
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SetupNetworkId(OrbPrefab, 4);
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SetupNetworkTransform(OrbPrefab);
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OrbPrefab.AddComponent<NomaiOrbTransformSync>();
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OrbPrefab = _assetBundle.LoadAsset<GameObject>("assets/Prefabs/networkorb.prefab");
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spawnPrefabs.Add(OrbPrefab);
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AnglerPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkangler.prefab");
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SetupNetworkId(AnglerPrefab, 5);
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SetupNetworkTransform(AnglerPrefab);
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AnglerPrefab.AddComponent<AnglerTransformSync>();
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AnglerPrefab = _assetBundle.LoadAsset<GameObject>("assets/Prefabs/networkangler.prefab");
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spawnPrefabs.Add(AnglerPrefab);
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ConfigureNetworkManager();
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@ -110,29 +84,6 @@ namespace QSB
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}
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}
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private void SetupNetworkId(GameObject go, int assetId)
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{
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var ident = go.AddComponent<QNetworkIdentity>();
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ident.LocalPlayerAuthority = true;
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var networkIdentity = go.GetComponent<NetworkIdentity>();
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ident.SetValue("m_AssetId", assetId);
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ident.SetValue("m_SceneId", networkIdentity.GetComponent<NetworkIdentity>().sceneId);
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}
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private void SetupNetworkTransform(GameObject go)
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{
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foreach (var item in go.GetComponents<NetworkTransformChild>())
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{
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var child = go.AddComponent<QNetworkTransformChild>();
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child.Target = item.target;
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child.m_ChildIndex = item.childIndex;
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Destroy(item);
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}
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Destroy(go.GetComponent<NetworkTransform>());
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Destroy(go.GetComponent<NetworkIdentity>());
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}
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private void ConfigureNetworkManager()
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{
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networkAddress = QSBCore.DefaultServerIP;
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@ -31,9 +31,9 @@ namespace QSB.QuantumSync.WorldObjects
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public override void Init(T attachedObject, int id)
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{
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var debugBundle = QSBCore.DebugAssetBundle;
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var sphere = debugBundle.LoadAsset<GameObject>("Assets/Sphere.prefab");
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var cube = debugBundle.LoadAsset<GameObject>("Assets/Cube.prefab");
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var capsule = debugBundle.LoadAsset<GameObject>("Assets/Capsule.prefab");
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var sphere = debugBundle.LoadAsset<GameObject>("Assets/Prefabs/Sphere.prefab");
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var cube = debugBundle.LoadAsset<GameObject>("Assets/Prefabs/Cube.prefab");
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var capsule = debugBundle.LoadAsset<GameObject>("Assets/Prefabs/Capsule.prefab");
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if (cube == null)
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{
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@ -250,6 +250,18 @@ namespace QSB.TimeSync
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{
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_serverTime = Time.timeSinceLevelLoad;
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if (ServerStateManager.Instance == null)
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{
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DebugLog.ToConsole($"Warning - ServerStateManager.Instance is null!", MessageType.Warning);
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return;
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}
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if (QSBPlayerManager.LocalPlayer == null)
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{
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DebugLog.ToConsole($"Warning - LocalPlayer is null!", MessageType.Warning);
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return;
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}
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var serverState = ServerStateManager.Instance.GetServerState();
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var clientState = QSBPlayerManager.LocalPlayer.State;
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