using QSB.Anglerfish.TransformSync; using QSB.Utility; 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() { if (QSBCore.IsHost) { Object.Instantiate(QSBNetworkManager.Instance.AnglerPrefab).SpawnWithServerAuthority(); } StartDelayedReady(); QSBCore.UnityEvents.RunWhen(() => TransformSync, FinishDelayedReady); } public override void OnRemoval() { if (QSBCore.IsHost) { QNetworkServer.Destroy(TransformSync.gameObject); } } public void UpdateTargetVelocity() { if (TargetTransform == null) { return; } TargetVelocity = TargetTransform.position - _lastTargetPosition; _lastTargetPosition = TargetTransform.position; } } }