using QuantumUNET; using UnityEngine; using UnityEngine.Networking; namespace QSB.Animation.Player.Thrusters { public class JetpackAccelerationSync : QNetworkBehaviour { [SyncVar] private Vector3 _localAcceleration; [SyncVar] private bool _isThrusting; private ThrusterModel _thrusterModel; public Vector3 LocalAcceleration => _localAcceleration; public bool IsThrusting => _isThrusting; public void Init(ThrusterModel model) => _thrusterModel = model; public void Update() { if (IsLocalPlayer) { SyncLocalAccel(); } } private void SyncLocalAccel() { if (_thrusterModel != null) { _localAcceleration = _thrusterModel.GetLocalAcceleration(); _isThrusting = _thrusterModel.IsTranslationalThrusterFiring(); } } } }