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55 lines
1.3 KiB
C#
55 lines
1.3 KiB
C#
using QSB.Anglerfish.TransformSync;
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using QSB.AuthoritySync;
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using QSB.WorldSync;
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using QuantumUNET;
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using UnityEngine;
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namespace QSB.Anglerfish.WorldObjects
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{
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public class QSBAngler : WorldObject<AnglerfishController>
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{
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public AnglerTransformSync TransformSync;
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public Transform TargetTransform;
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public Vector3 TargetVelocity { get; private set; }
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private Vector3 _lastTargetPosition;
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public override void Init(AnglerfishController attachedObject, int id)
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{
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ObjectId = id;
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AttachedObject = attachedObject;
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if (QSBCore.IsHost)
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{
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QNetworkServer.Spawn(Object.Instantiate(QSBNetworkManager.Instance.AnglerPrefab));
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QSBCore.UnityEvents.RunWhen(() => TransformSync, () =>
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TransformSync.NetIdentity.RegisterAuthQueue());
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}
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// for when you host/connect mid-game
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QSBCore.UnityEvents.RunWhen(() => TransformSync, () =>
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TransformSync.NetIdentity.FireAuthQueue(!AttachedObject._anglerBody.IsSuspended()));
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}
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public override void OnRemoval()
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{
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if (QSBCore.IsHost)
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{
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TransformSync.NetIdentity.UnregisterAuthQueue();
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QNetworkServer.Destroy(TransformSync.gameObject);
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}
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}
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public void UpdateTargetVelocity()
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{
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if (TargetTransform == null)
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{
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return;
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}
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TargetVelocity = TargetTransform.position - _lastTargetPosition;
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_lastTargetPosition = TargetTransform.position;
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}
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}
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}
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