mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2024-12-27 06:18:52 +00:00
83 lines
2.2 KiB
C#
83 lines
2.2 KiB
C#
using QSB.Messaging;
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using QSB.ModelShip.TransformSync;
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using QSB.OwnershipSync;
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using QSB.Player;
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using QSB.Player.TransformSync;
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using QSB.Utility;
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using QSB.WorldSync;
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namespace QSB.ModelShip.Messages;
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public class UseFlightConsoleMessage : QSBMessage<bool>
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{
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static UseFlightConsoleMessage()
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{
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GlobalMessenger<OWRigidbody>.AddListener(OWEvents.EnterRemoteFlightConsole, _ => Handler(true));
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GlobalMessenger.AddListener(OWEvents.ExitRemoteFlightConsole, () => Handler(false));
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}
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private static void Handler(bool active)
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{
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if (PlayerTransformSync.LocalInstance != null)
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{
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new UseFlightConsoleMessage(active).Send();
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}
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}
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private UseFlightConsoleMessage(bool active) : base(active) { }
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public override void OnReceiveLocal() => SetCurrentFlyer(From, Data);
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public override void OnReceiveRemote()
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{
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var console = QSBWorldSync.GetUnityObject<RemoteFlightConsole>();
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SetCurrentFlyer(From, Data);
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if (Data)
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{
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console._modelShipBody.Unsuspend();
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console._interactVolume.ResetInteraction();
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console._interactVolume.DisableInteraction();
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}
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else
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{
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console._interactVolume.ResetInteraction();
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if (console._modelShipBody == null)
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{
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console._interactVolume.DisableInteraction();
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return;
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}
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console._modelShipBody.Suspend(console._suspensionBody);
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console._interactVolume.EnableInteraction();
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}
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QSBWorldSync.GetUnityObject<ModelShipController>()._detector.SetActive(Data);
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QSBWorldSync.GetUnityObjects<ModelShipLandingSpot>().ForEach(x => x._owCollider.SetActivation(Data));
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}
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private void SetCurrentFlyer(uint flyer, bool isFlying)
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{
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ModelShipManager.Instance.CurrentFlyer = isFlying
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? flyer
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: uint.MaxValue;
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if (QSBCore.IsHost)
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{
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ModelShipTransformSync.LocalInstance.netIdentity.SetOwner(isFlying
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? flyer
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: QSBPlayerManager.LocalPlayerId); // Host gets ownership when its not in use
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}
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// Client messes up its position when they start flying it
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// We can just recall it immediately so its in the right place.
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var console = QSBWorldSync.GetUnityObject<RemoteFlightConsole>();
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if (console._modelShipBody) // for when model ship is destroyed
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{
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console.RespawnModelShip(false);
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}
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}
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}
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