Mister_Nebula 5bb2784c4f fix???
2020-08-14 21:33:37 +01:00

117 lines
4.4 KiB
C#

using OWML.Common;
using QSB.Utility;
using UnityEngine;
using UnityEngine.Networking;
namespace QSB.TransformSync
{
public abstract class TransformSync : NetworkBehaviour
{
public PlayerInfo Player => PlayerRegistry.GetPlayer(PlayerId);
private const float SmoothTime = 0.1f;
private bool _isInitialized;
private Transform _previousTransform;
public Transform SyncedTransform { get; private set; }
public Sector ReferenceSector { get; set; }
private Vector3 _positionSmoothVelocity;
private Quaternion _rotationSmoothVelocity;
protected virtual void Awake()
{
PlayerRegistry.TransformSyncs.Add(this);
DontDestroyOnLoad(gameObject);
LoadManager.OnCompleteSceneLoad += OnCompleteSceneLoad;
}
private void OnCompleteSceneLoad(OWScene oldScene, OWScene newScene)
{
_isInitialized = false;
}
protected abstract Transform InitLocalTransform();
protected abstract Transform InitRemoteTransform();
protected abstract bool IsReady { get; }
public abstract uint PlayerId { get; }
protected void Init()
{
ReferenceSector = LoadManager.GetCurrentScene() == OWScene.SolarSystem
? Locator.GetAstroObject(AstroObject.Name.TimberHearth).GetRootSector()
: Locator.GetAstroObject(AstroObject.Name.Eye).GetRootSector();
SyncedTransform = hasAuthority ? InitLocalTransform() : InitRemoteTransform();
if (!hasAuthority)
{
SyncedTransform.position = ReferenceSector.transform.position;
}
_isInitialized = 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.
{
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)
{
// Fix bodies staying at 0,0,0 by chucking them into the sun
DebugLog.ToConsole("Warning - TransformSync at (0,0,0)!", MessageType.Warning);
SyncedTransform.position = Locator.GetAstroObject(AstroObject.Name.Sun).transform.position;
return;
}
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 SetReference(Sector sector)
{
ReferenceSector = sector;
_positionSmoothVelocity = Vector3.zero;
_rotationSmoothVelocity = Quaternion.identity;
SyncedTransform.parent = ReferenceSector.transform;
var difference = sector.transform.position - SyncedTransform.parent.position;
SyncedTransform.parent = ReferenceSector.transform;
SyncedTransform.localPosition = SyncedTransform.localPosition + difference;
transform.position = ReferenceSector.transform.InverseTransformPoint(SyncedTransform.position);
transform.rotation = ReferenceSector.transform.InverseTransformRotation(SyncedTransform.rotation);
}
}
}