using QSB.Anglerfish.Messages; using QSB.Anglerfish.TransformSync; using QSB.Messaging; using QSB.Utility.LinkedWorldObject; using UnityEngine; namespace QSB.Anglerfish.WorldObjects; public class QSBAngler : LinkedWorldObject { public override bool ShouldDisplayDebug() => false; public Transform TargetTransform; public Vector3 TargetVelocity { get; private set; } private Vector3 _lastTargetPosition; protected override GameObject NetworkObjectPrefab => QSBNetworkManager.singleton.AnglerPrefab; protected override bool SpawnWithServerAuthority => false; public override void SendInitialState(uint to) => this.SendMessage(new AnglerDataMessage(this) { To = to }); public void UpdateTargetVelocity() { if (TargetTransform == null) { return; } TargetVelocity = TargetTransform.position - _lastTargetPosition; _lastTargetPosition = TargetTransform.position; } }