quantum-space-buddies/QSB/Events/EventHandler.cs
Mister_Nebula 0132c40760
Fixed player hud names (VERY BADLY) (#131)
* Bad fix for player names
2020-08-08 13:53:57 +01:00

105 lines
3.8 KiB
C#

using System.Collections;
using QSB.Messaging;
using QSB.TransformSync;
using UnityEngine;
using UnityEngine.Networking;
namespace QSB.Events
{
public class EventHandler : NetworkBehaviour
{
public static EventHandler LocalInstance;
private MessageHandler<EventMessage> _eventHandler;
private void Awake()
{
LocalInstance = this;
_eventHandler = new MessageHandler<EventMessage>();
_eventHandler.OnClientReceiveMessage += OnClientReceiveMessage;
_eventHandler.OnServerReceiveMessage += OnServerReceiveMessage;
}
public void Send(EventType eventType)
{
StartCoroutine(SendEvent(eventType));
}
private IEnumerator SendEvent(EventType eventType)
{
yield return new WaitUntil(() => PlayerTransformSync.LocalInstance != null);
var message = new EventMessage
{
EventType = (int)eventType,
SenderId = PlayerTransformSync.LocalInstance.netId.Value
};
_eventHandler.SendToServer(message);
}
private void OnServerReceiveMessage(EventMessage message)
{
_eventHandler.SendToAll(message);
}
private void OnClientReceiveMessage(EventMessage message)
{
var player = PlayerRegistry.GetPlayer(message.SenderId);
player.IsReady = true;
if (message.SenderId == PlayerRegistry.LocalPlayer.NetId)
{
return;
}
switch ((EventType)message.EventType)
{
case EventType.TurnOnFlashlight:
player.UpdateState(State.Flashlight, true);
player.FlashLight.TurnOn();
break;
case EventType.TurnOffFlashlight:
player.UpdateState(State.Flashlight, false);
player.FlashLight.TurnOff();
break;
case EventType.SuitUp:
player.UpdateState(State.Suit, true);
break;
case EventType.RemoveSuit:
player.UpdateState(State.Suit, false);
break;
case EventType.EquipSignalscope:
player.UpdateState(State.Signalscope, true);
player.Signalscope.EquipTool();
break;
case EventType.UnequipSignalscope:
player.UpdateState(State.Signalscope, false);
player.Signalscope.UnequipTool();
break;
case EventType.EquipTranslator:
player.UpdateState(State.Translator, true);
player.Translator.EquipTool();
break;
case EventType.UnequipTranslator:
player.UpdateState(State.Translator, false);
player.Translator.UnequipTool();
break;
case EventType.ProbeLauncherEquipped:
player.UpdateState(State.ProbeLauncher, true);
player.ProbeLauncher.EquipTool();
break;
case EventType.ProbeLauncherUnequipped:
player.UpdateState(State.ProbeLauncher, false);
player.ProbeLauncher.UnequipTool();
break;
case EventType.RetrieveProbe:
player.UpdateState(State.ProbeActive, false);
player.Probe.Deactivate();
break;
case EventType.LaunchProbe:
player.UpdateState(State.ProbeActive, true);
player.Probe.Activate();
break;
}
}
}
}