2022-03-14 01:53:12 -07:00

58 lines
1.4 KiB
C#

using Cysharp.Threading.Tasks;
using Mirror;
using QSB.Anglerfish.Messages;
using QSB.Anglerfish.TransformSync;
using QSB.Messaging;
using QSB.Utility.LinkedWorldObject;
using QSB.WorldSync;
using System.Threading;
using UnityEngine;
namespace QSB.Anglerfish.WorldObjects;
public class QSBAngler : WorldObject<AnglerfishController>, ILinkedWorldObject<AnglerTransformSync>
{
public override bool ShouldDisplayDebug() => false;
public Transform TargetTransform;
public Vector3 TargetVelocity { get; private set; }
private Vector3 _lastTargetPosition;
public AnglerTransformSync NetworkBehaviour { get; private set; }
public void LinkTo(NetworkBehaviour networkBehaviour) => NetworkBehaviour = (AnglerTransformSync)networkBehaviour;
public override async UniTask Init(CancellationToken ct)
{
if (QSBCore.IsHost)
{
this.SpawnLinked(QSBNetworkManager.singleton.AnglerPrefab);
}
else
{
await this.WaitForLink(ct);
}
}
public override void OnRemoval()
{
if (QSBCore.IsHost)
{
NetworkServer.Destroy(NetworkBehaviour.gameObject);
}
}
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;
}
}