2021-11-26 19:33:56 +00:00

67 lines
1.5 KiB
C#

using QSB.Utility;
using QSB.Utility.VariableSync;
using QuantumUNET;
using UnityEngine;
using UnityEngine.Networking;
namespace QSB.Animation.Player
{
public class CrouchSync : QNetworkBehaviour
{
public AnimFloatParam CrouchParam { get; } = new AnimFloatParam();
private const float CrouchSmoothTime = 0.05f;
private const int CrouchLayerIndex = 1;
private PlayerCharacterController _playerController;
private Animator _bodyAnim;
private VariableReference<float> _crouchValueReference;
public FloatVariableSyncer CrouchVariableSyncer;
public float CrouchValue;
public void Init(PlayerCharacterController playerController, Animator bodyAnim)
{
_playerController = playerController;
_bodyAnim = bodyAnim;
_crouchValueReference = new VariableReference<float>(() => CrouchValue, val => CrouchValue = val);
CrouchVariableSyncer.FloatToSync = _crouchValueReference;
}
public void Update()
{
if (IsLocalPlayer)
{
SyncLocalCrouch();
return;
}
SyncRemoteCrouch();
}
private void SyncLocalCrouch()
{
if (_playerController == null)
{
return;
}
var jumpChargeFraction = _playerController.GetJumpCrouchFraction();
_crouchValueReference.Value = jumpChargeFraction;
}
private void SyncRemoteCrouch()
{
if (_bodyAnim == null)
{
return;
}
CrouchParam.Target = CrouchValue;
CrouchParam.Smooth(CrouchSmoothTime);
var jumpChargeFraction = CrouchParam.Current;
_bodyAnim.SetLayerWeight(CrouchLayerIndex, jumpChargeFraction);
}
}
}