r2mods/ilspy_dump/ror2_csproj/RoR2/AllPlayersTrigger.cs

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2024-10-04 07:26:37 +00:00
using System.Collections.Generic;
using HG;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;
namespace RoR2;
[RequireComponent(typeof(Rigidbody))]
public class AllPlayersTrigger : MonoBehaviour
{
public UnityEvent onTriggerStart;
public UnityEvent onTriggerEnd;
private Queue<Collider> collisionQueueServer;
private bool triggerActiveServer;
private void Awake()
{
if (NetworkServer.active)
{
collisionQueueServer = new Queue<Collider>();
triggerActiveServer = false;
}
}
private void OnEnable()
{
if (!NetworkServer.active)
{
base.enabled = false;
}
}
private void OnTriggerStay(Collider other)
{
if (base.enabled)
{
collisionQueueServer.Enqueue(other);
}
}
private void FixedUpdate()
{
if (!Run.instance)
{
return;
}
int num = 0;
List<CharacterBody> list = CollectionPool<CharacterBody, List<CharacterBody>>.RentCollection();
while (collisionQueueServer.Count > 0)
{
Collider collider = collisionQueueServer.Dequeue();
if ((bool)collider)
{
CharacterBody component = collider.GetComponent<CharacterBody>();
if ((bool)component && component.isPlayerControlled && !list.Contains(component))
{
list.Add(component);
num++;
}
}
}
CollectionPool<CharacterBody, List<CharacterBody>>.ReturnCollection(list);
bool flag = num == Run.instance.livingPlayerCount && num != 0;
if (triggerActiveServer != flag)
{
triggerActiveServer = flag;
(triggerActiveServer ? onTriggerStart : onTriggerEnd)?.Invoke();
}
}
}