using QSB.Anglerfish.TransformSync; using QSB.AuthoritySync; using QSB.WorldSync; using QuantumUNET; using UnityEngine; namespace QSB.Anglerfish.WorldObjects { public class QSBAngler : WorldObject { public AnglerTransformSync TransformSync; public Transform TargetTransform; public Vector3 TargetVelocity { get; private set; } private Vector3 _lastTargetPosition; public override void Init(AnglerfishController attachedObject, int id) { ObjectId = id; AttachedObject = attachedObject; if (QSBCore.IsHost) { QNetworkServer.Spawn(Object.Instantiate(QSBNetworkManager.Instance.AnglerPrefab)); } StartDelayedReady(); QSBCore.UnityEvents.RunWhen(() => TransformSync, () => { FinishDelayedReady(); if (QSBCore.IsHost) { TransformSync.NetIdentity.RegisterAuthQueue(); } // for when you host/connect mid-game TransformSync.NetIdentity.FireAuthQueue(!AttachedObject._anglerBody.IsSuspended()); }); } public override void OnRemoval() { if (QSBCore.IsHost) { TransformSync.NetIdentity.UnregisterAuthQueue(); QNetworkServer.Destroy(TransformSync.gameObject); } } public void UpdateTargetVelocity() { if (TargetTransform == null) { return; } TargetVelocity = TargetTransform.position - _lastTargetPosition; _lastTargetPosition = TargetTransform.position; } } }