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Merge pull request #103 from Raicuparta/dev
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Original file line number | Diff line number | Diff line change |
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@@ -6,6 +6,7 @@ public enum AnimTrigger | |
Grounded = 1, | ||
Ungrounded = 2, | ||
SuitUp = 3, | ||
SuitDown = 4 | ||
SuitDown = 4, | ||
Crouch = 5 | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -69,6 +69,5 @@ private void SmoothFloats() | |
_to.SetFloat(floatParam.Key, current); | ||
} | ||
} | ||
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} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,104 @@ | ||
using System.Collections; | ||
using QSB.Messaging; | ||
using QSB.TransformSync; | ||
using UnityEngine; | ||
using UnityEngine.Networking; | ||
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namespace QSB.Events | ||
{ | ||
public class EventHandler : NetworkBehaviour | ||
{ | ||
public static EventHandler LocalInstance; | ||
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private MessageHandler<EventMessage> _eventHandler; | ||
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private void Awake() | ||
{ | ||
LocalInstance = this; | ||
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_eventHandler = new MessageHandler<EventMessage>(); | ||
_eventHandler.OnClientReceiveMessage += OnClientReceiveMessage; | ||
_eventHandler.OnServerReceiveMessage += OnServerReceiveMessage; | ||
} | ||
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public void Send(EventType eventType) | ||
{ | ||
StartCoroutine(SendEvent(eventType)); | ||
} | ||
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private IEnumerator SendEvent(EventType eventType) | ||
{ | ||
yield return new WaitUntil(() => PlayerTransformSync.LocalInstance != null); | ||
var message = new EventMessage | ||
{ | ||
EventType = (int)eventType, | ||
SenderId = PlayerTransformSync.LocalInstance.netId.Value | ||
}; | ||
_eventHandler.SendToServer(message); | ||
} | ||
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private void OnServerReceiveMessage(EventMessage message) | ||
{ | ||
_eventHandler.SendToAll(message); | ||
} | ||
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private void OnClientReceiveMessage(EventMessage message) | ||
{ | ||
var player = PlayerRegistry.GetPlayer(message.SenderId); | ||
player.IsReady = true; | ||
if (message.SenderId == PlayerRegistry.LocalPlayer.NetId) | ||
{ | ||
return; | ||
} | ||
switch ((EventType)message.EventType) | ||
{ | ||
case EventType.TurnOnFlashlight: | ||
player.UpdateState(State.Flashlight, true); | ||
player.FlashLight.TurnOn(); | ||
break; | ||
case EventType.TurnOffFlashlight: | ||
player.UpdateState(State.Flashlight, false); | ||
player.FlashLight.TurnOff(); | ||
break; | ||
case EventType.SuitUp: | ||
player.UpdateState(State.Suit, true); | ||
break; | ||
case EventType.RemoveSuit: | ||
player.UpdateState(State.Suit, false); | ||
break; | ||
case EventType.EquipSignalscope: | ||
player.UpdateState(State.Signalscope, true); | ||
player.Signalscope.EquipTool(); | ||
break; | ||
case EventType.UnequipSignalscope: | ||
player.UpdateState(State.Signalscope, false); | ||
player.Signalscope.UnequipTool(); | ||
break; | ||
case EventType.EquipTranslator: | ||
player.UpdateState(State.Translator, true); | ||
player.Translator.EquipTool(); | ||
break; | ||
case EventType.UnequipTranslator: | ||
player.UpdateState(State.Translator, false); | ||
player.Translator.UnequipTool(); | ||
break; | ||
case EventType.ProbeLauncherEquipped: | ||
player.UpdateState(State.ProbeLauncher, true); | ||
player.ProbeLauncher.EquipTool(); | ||
break; | ||
case EventType.ProbeLauncherUnequipped: | ||
player.UpdateState(State.ProbeLauncher, false); | ||
player.ProbeLauncher.UnequipTool(); | ||
break; | ||
case EventType.RetrieveProbe: | ||
player.UpdateState(State.ProbeActive, false); | ||
player.Probe.Deactivate(); | ||
break; | ||
case EventType.LaunchProbe: | ||
player.UpdateState(State.ProbeActive, true); | ||
player.Probe.Activate(); | ||
break; | ||
} | ||
} | ||
} | ||
} |
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