2020-08-20 14:10:37 +01:00

48 lines
1.4 KiB
C#

using QSB.Messaging;
using QSB.Utility;
using UnityEngine.Networking;
namespace QSB.Events
{
public class PlayerState : NetworkBehaviour
{
public static PlayerState LocalInstance { get; private set; }
private MessageHandler<PlayerStateMessage> _messageHandler;
private void Awake()
{
_messageHandler = new MessageHandler<PlayerStateMessage>(MessageType.FullState);
_messageHandler.OnClientReceiveMessage += OnClientReceiveMessage;
LocalInstance = this;
}
private void OnClientReceiveMessage(PlayerStateMessage message)
{
if (message.AboutId == PlayerRegistry.LocalPlayerId)
{
return;
}
QSB.Helper.Events.Unity.RunWhen(() => PlayerRegistry.GetTransformSync(message.AboutId) != null,
() => PlayerRegistry.HandleFullStateMessage(message));
}
public void Send()
{
foreach (var player in PlayerRegistry.PlayerList)
{
var message = new PlayerStateMessage
{
AboutId = player.NetId,
PlayerName = player.Name,
PlayerReady = player.IsReady,
PlayerState = player.State
};
_messageHandler.SendToAll(message);
}
}
}
}