using Cysharp.Threading.Tasks;
using QSB.EchoesOfTheEye.AlarmTotemSync.Messages;
using QSB.Messaging;
using QSB.Player;
using QSB.WorldSync;
using System.Collections.Generic;
using System.Threading;
namespace QSB.EchoesOfTheEye.AlarmTotemSync.WorldObjects;
///
/// TODO: make this not NRE (by not doing enable sync) and then readd it back in
///
public class QSBAlarmTotem : WorldObject
{
public readonly List VisibleFor = new();
public bool IsLocallyVisible;
public override void SendInitialState(uint to)
{
this.SendMessage(new TotemEnabledMessage(AttachedObject.enabled) { To = to });
this.SendMessage(new TotemVisibleForMessage(VisibleFor) { To = to });
}
public override async UniTask Init(CancellationToken ct) =>
QSBPlayerManager.OnRemovePlayer += OnPlayerLeave;
public override void OnRemoval() =>
QSBPlayerManager.OnRemovePlayer -= OnPlayerLeave;
private void OnPlayerLeave(PlayerInfo player) =>
VisibleFor.QuickRemove(player.PlayerId);
public void SetVisible(uint playerId, bool visible)
{
if (visible)
{
VisibleFor.SafeAdd(playerId);
}
else
{
VisibleFor.QuickRemove(playerId);
}
}
public void SetEnabled(bool enabled)
{
if (AttachedObject.enabled == enabled)
{
return;
}
if (!enabled &&
AttachedObject._sector &&
AttachedObject._sector.ContainsOccupant(DynamicOccupant.Player))
{
// local player is in sector, do not disable
return;
}
AttachedObject.enabled = enabled;
if (!enabled)
{
AttachedObject._simTotemMaterials[0] = AttachedObject._origSimEyeMaterial;
AttachedObject._simTotemRenderer.sharedMaterials = AttachedObject._simTotemMaterials;
AttachedObject._simVisionConeRenderer.SetColor(AttachedObject._simVisionConeRenderer.GetOriginalColor());
AttachedObject._pulseLightController.SetIntensity(0f);
/*
if (AttachedObject._isPlayerVisible)
{
AttachedObject._isPlayerVisible = false;
Locator.GetAlarmSequenceController().DecreaseAlarmCounter();
}
*/
if (IsLocallyVisible)
{
IsLocallyVisible = false;
this.SendMessage(new TotemVisibleMessage(false));
}
}
}
}