quantum-space-buddies/QSB/TransformSync/ShipTransformSync.cs
2021-03-09 19:45:00 +00:00

51 lines
2.1 KiB
C#

using QSB.Player;
using UnityEngine;
namespace QSB.TransformSync
{
public class ShipTransformSync : TransformSync
{
private Transform GetShipModel() => Locator.GetShipTransform();
protected override Transform InitLocalTransform()
{
SectorSync.SetSectorDetector(Locator.GetShipDetector().GetComponent<SectorDetector>());
return GetShipModel().Find("Module_Cockpit/Geo_Cockpit/Cockpit_Geometry/Cockpit_Exterior");
}
protected override Transform InitRemoteTransform()
{
var shipModel = GetShipModel();
var remoteTransform = new GameObject("RemoteShipTransform").transform;
Instantiate(shipModel.Find("Module_Cockpit/Geo_Cockpit/Cockpit_Geometry/Cockpit_Exterior"), remoteTransform);
Instantiate(shipModel.Find("Module_Cabin/Geo_Cabin/Cabin_Geometry/Cabin_Exterior"), remoteTransform);
Instantiate(shipModel.Find("Module_Cabin/Geo_Cabin/Cabin_Tech/Cabin_Tech_Exterior"), remoteTransform);
Instantiate(shipModel.Find("Module_Supplies/Geo_Supplies/Supplies_Geometry/Supplies_Exterior"), remoteTransform);
Instantiate(shipModel.Find("Module_Engine/Geo_Engine/Engine_Geometry/Engine_Exterior"), remoteTransform);
var landingGearFront = Instantiate(shipModel.Find("Module_LandingGear/LandingGear_Front/Geo_LandingGear_Front"), remoteTransform);
var landingGearLeft = Instantiate(shipModel.Find("Module_LandingGear/LandingGear_Left/Geo_LandingGear_Left"), remoteTransform);
var landingGearRight = Instantiate(shipModel.Find("Module_LandingGear/LandingGear_Right/Geo_LandingGear_Right"), remoteTransform);
Destroy(landingGearFront.Find("LandingGear_FrontCollision").gameObject);
Destroy(landingGearLeft.Find("LandingGear_LeftCollision").gameObject);
Destroy(landingGearRight.Find("LandingGear_RightCollision").gameObject);
landingGearFront.localPosition
= landingGearLeft.localPosition
= landingGearRight.localPosition
+= Vector3.up * 3.762f;
return remoteTransform;
}
public override bool IsReady => GetShipModel() != null
&& Player != null
&& QSBPlayerManager.PlayerExists(Player.PlayerId)
&& Player.IsReady
&& NetId.Value != uint.MaxValue
&& NetId.Value != 0U;
}
}