quantum-space-buddies/QSB/TransformSync/TransformSync.cs
AmazingAlek 6f28de2143
player sync objects (#193)
* event: send to all if is server
* player sync objects
2020-08-21 22:31:42 +02:00

128 lines
4.1 KiB
C#

using OWML.Common;
using QSB.Utility;
using UnityEngine;
namespace QSB.TransformSync
{
public abstract class TransformSync : PlayerSyncObject
{
public abstract bool IsReady { get; }
protected abstract Transform InitLocalTransform();
protected abstract Transform InitRemoteTransform();
public Transform SyncedTransform { get; private set; }
public QSBSector ReferenceSector { get; set; }
private const float SmoothTime = 0.1f;
private bool _isInitialized;
private Vector3 _positionSmoothVelocity;
private Quaternion _rotationSmoothVelocity;
private bool _isVisible;
protected virtual void Awake()
{
PlayerRegistry.PlayerSyncObjects.Add(this);
DontDestroyOnLoad(gameObject);
QSBSceneManager.OnSceneLoaded += OnSceneLoaded;
}
private void OnSceneLoaded(OWScene scene, bool isInUniverse)
{
_isInitialized = false;
}
protected void Init()
{
ReferenceSector = QSBSectorManager.Instance.GetStartPlanetSector();
SyncedTransform = hasAuthority ? InitLocalTransform() : InitRemoteTransform();
if (!hasAuthority)
{
SyncedTransform.position = ReferenceSector.Position;
}
_isInitialized = true;
_isVisible = true;
}
private void Update()
{
if (!_isInitialized && IsReady)
{
Init();
}
else if (_isInitialized && !IsReady)
{
_isInitialized = false;
}
if (SyncedTransform == null || !_isInitialized)
{
return;
}
// Get which sector should be used as a reference point
if (ReferenceSector == null)
{
DebugLog.ToConsole($"Error - TransformSync with id {netId.Value} doesn't have a reference sector", MessageType.Error);
}
UpdateTransform();
}
protected virtual void UpdateTransform()
{
if (hasAuthority) // If this script is attached to the client's own body on the client's side.
{
if (ReferenceSector.Sector == null)
{
DebugLog.ToConsole($"Sector is null for referencesector for {GetType().Name}!", MessageType.Error);
}
transform.position = ReferenceSector.Transform.InverseTransformPoint(SyncedTransform.position);
transform.rotation = ReferenceSector.Transform.InverseTransformRotation(SyncedTransform.rotation);
return;
}
// If this script is attached to any other body, eg the representations of other players
if (SyncedTransform.position == Vector3.zero)
{
Hide();
}
else
{
Show();
}
SyncedTransform.localPosition = Vector3.SmoothDamp(SyncedTransform.localPosition, transform.position, ref _positionSmoothVelocity, SmoothTime);
SyncedTransform.localRotation = QuaternionHelper.SmoothDamp(SyncedTransform.localRotation, transform.rotation, ref _rotationSmoothVelocity, Time.deltaTime);
}
public void SetReferenceSector(QSBSector sector)
{
_positionSmoothVelocity = Vector3.zero;
ReferenceSector = sector;
SyncedTransform.SetParent(sector.Transform, true);
transform.position = sector.Transform.InverseTransformPoint(SyncedTransform.position);
transform.rotation = sector.Transform.InverseTransformRotation(SyncedTransform.rotation);
}
private void Show()
{
if (!_isVisible)
{
SyncedTransform.gameObject.Show();
_isVisible = true;
}
}
private void Hide()
{
if (_isVisible)
{
SyncedTransform.gameObject.Hide();
_isVisible = false;
}
}
}
}