2021-11-10 09:28:05 +00:00

68 lines
1.5 KiB
C#

using QSB.Anglerfish.TransformSync;
using QSB.Utility;
using QSB.WorldSync;
using QuantumUNET;
using System.Linq;
using UnityEngine;
using Object = UnityEngine.Object;
namespace QSB.Anglerfish.WorldObjects
{
public class QSBAngler : WorldObject<AnglerfishController>
{
public AnglerTransformSync TransformSync;
public Transform TargetTransform;
public Vector3 TargetVelocity { get; private set; }
private Vector3 _lastTargetPosition;
public override void Init(AnglerfishController attachedObject, int id)
{
ObjectId = id;
AttachedObject = attachedObject;
if (QSBCore.IsHost)
{
Object.Instantiate(QSBNetworkManager.Instance.AnglerPrefab).SpawnWithServerAuthority();
}
}
public override void OnRemoval()
{
if (QSBCore.IsHost)
{
QNetworkServer.Destroy(TransformSync.gameObject);
}
}
public void TransferAuthority(uint id)
{
var conn = QNetworkServer.connections.First(x => x.GetPlayerId() == id);
var identity = TransformSync.NetIdentity;
if (identity.ClientAuthorityOwner == conn)
{
return;
}
if (identity.ClientAuthorityOwner != null)
{
identity.RemoveClientAuthority(identity.ClientAuthorityOwner);
}
identity.AssignClientAuthority(conn);
DebugLog.DebugWrite($"angler {ObjectId} - transferred authority to {id}");
}
public void FixedUpdate()
{
if (TargetTransform == null)
{
return;
}
TargetVelocity = TargetTransform.position - _lastTargetPosition;
_lastTargetPosition = TargetTransform.position;
}
}
}