using QSB.Events; using QSB.QuantumSync.WorldObjects; using QSB.WorldSync; namespace QSB.QuantumSync.Events { public class MultiStateChangeEvent : QSBEvent { public override EventType Type => EventType.MultiStateChange; public override void SetupListener() => GlobalMessenger.AddListener(EventNames.QSBMultiStateChange, Handler); public override void CloseListener() => GlobalMessenger.RemoveListener(EventNames.QSBMultiStateChange, Handler); private void Handler(int objid, int stateIndex) => SendEvent(CreateMessage(objid, stateIndex)); private MultiStateChangeMessage CreateMessage(int objid, int stateIndex) => new MultiStateChangeMessage { AboutId = LocalPlayerId, ObjectId = objid, StateIndex = stateIndex }; public override void OnReceiveLocal(bool server, MultiStateChangeMessage message) { if (!QSBCore.DebugMode) { return; } var qsbObj = QSBWorldSync.GetWorldFromId(message.ObjectId); qsbObj.DebugBoxText.text = message.StateIndex.ToString(); } public override void OnReceiveRemote(bool server, MultiStateChangeMessage message) { if (!QSBCore.HasWokenUp) { return; } var qsbObj = QSBWorldSync.GetWorldFromId(message.ObjectId); qsbObj.ChangeState(message.StateIndex); } } }