using QSB.Player; using QSB.TransformSync; using UnityEngine; namespace QSB.ShipSync.TransformSync { public class ShipTransformSync : QSBNetworkTransform { protected override float DistanceLeeway => 20f; private Transform GetShipModel() => Locator.GetShipTransform(); protected override GameObject InitLocalTransform() { SectorSync.SetSectorDetector(Locator.GetShipDetector().GetComponent()); return GetShipModel().Find("Module_Cockpit/Geo_Cockpit/Cockpit_Geometry/Cockpit_Exterior").gameObject; } protected override GameObject InitRemoteTransform() { var shipModel = GetShipModel(); var remoteTransform = new GameObject("RemoteShipTransform").transform; Instantiate(shipModel.Find("Module_Cockpit/Geo_Cockpit/Cockpit_Geometry/Cockpit_Exterior"), remoteTransform); Instantiate(shipModel.Find("Module_Cabin/Geo_Cabin/Cabin_Geometry/Cabin_Exterior"), remoteTransform); Instantiate(shipModel.Find("Module_Cabin/Geo_Cabin/Cabin_Tech/Cabin_Tech_Exterior"), remoteTransform); Instantiate(shipModel.Find("Module_Supplies/Geo_Supplies/Supplies_Geometry/Supplies_Exterior"), remoteTransform); Instantiate(shipModel.Find("Module_Engine/Geo_Engine/Engine_Geometry/Engine_Exterior"), remoteTransform); var landingGearFront = Instantiate(shipModel.Find("Module_LandingGear/LandingGear_Front/Geo_LandingGear_Front"), remoteTransform); var landingGearLeft = Instantiate(shipModel.Find("Module_LandingGear/LandingGear_Left/Geo_LandingGear_Left"), remoteTransform); var landingGearRight = Instantiate(shipModel.Find("Module_LandingGear/LandingGear_Right/Geo_LandingGear_Right"), remoteTransform); Destroy(landingGearFront.Find("LandingGear_FrontCollision").gameObject); Destroy(landingGearLeft.Find("LandingGear_LeftCollision").gameObject); Destroy(landingGearRight.Find("LandingGear_RightCollision").gameObject); landingGearFront.localPosition = landingGearLeft.localPosition = landingGearRight.localPosition += Vector3.up * 3.762f; return remoteTransform.gameObject; } public override bool IsReady => GetShipModel() != null && Player != null && QSBPlayerManager.PlayerExists(Player.PlayerId) && Player.PlayerStates.IsReady && NetId.Value != uint.MaxValue && NetId.Value != 0U; } }