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38 lines
946 B
C#
38 lines
946 B
C#
using QSB.Messaging;
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using QSB.Player;
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using QSB.ShipSync.Messages;
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using QSB.Utility;
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using QSB.WorldSync;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace QSB.ShipSync.WorldObjects;
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internal class QSBShipLight : WorldObject<ShipLight>
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{
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public override void SendInitialState(uint to)
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{
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// todo : add this
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}
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public void SetOn(bool on)
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{
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AttachedObject._on = on;
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AttachedObject._startIntensity = AttachedObject._light.intensity;
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AttachedObject._targetIntensity = (AttachedObject._on && !AttachedObject._damaged && AttachedObject._powered)
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? (AttachedObject._baseIntensity * AttachedObject._intensityScale)
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: 0f;
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AttachedObject._fadeStartTime = Time.time;
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if (AttachedObject._lightSourceVol != null)
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{
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AttachedObject._lightSourceVol.SetVolumeActivation(AttachedObject._on);
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}
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AttachedObject.enabled = true;
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}
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}
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