181 lines
3.7 KiB
C#
181 lines
3.7 KiB
C#
using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace RoR2;
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public class ZiplineController : NetworkBehaviour
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{
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[SyncVar(hook = "SetPointAPosition")]
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private Vector3 pointAPosition;
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[SyncVar(hook = "SetPointBPosition")]
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private Vector3 pointBPosition;
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[SerializeField]
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private Transform pointATransform;
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[SerializeField]
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private Transform pointBTransform;
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public GameObject ziplineVehiclePrefab;
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private ZiplineVehicle currentZiplineA;
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private ZiplineVehicle currentZiplineB;
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public Vector3 NetworkpointAPosition
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{
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get
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{
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return pointAPosition;
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}
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[param: In]
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set
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{
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if (NetworkServer.localClientActive && !base.syncVarHookGuard)
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{
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base.syncVarHookGuard = true;
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SetPointAPosition(value);
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base.syncVarHookGuard = false;
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}
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SetSyncVar(value, ref pointAPosition, 1u);
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}
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}
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public Vector3 NetworkpointBPosition
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{
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get
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{
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return pointBPosition;
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}
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[param: In]
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set
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{
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if (NetworkServer.localClientActive && !base.syncVarHookGuard)
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{
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base.syncVarHookGuard = true;
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SetPointBPosition(value);
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base.syncVarHookGuard = false;
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}
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SetSyncVar(value, ref pointBPosition, 2u);
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}
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}
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public void SetPointAPosition(Vector3 position)
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{
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NetworkpointAPosition = position;
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pointATransform.position = pointAPosition;
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pointATransform.LookAt(pointBTransform);
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pointBTransform.LookAt(pointATransform);
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}
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public void SetPointBPosition(Vector3 position)
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{
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NetworkpointBPosition = position;
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pointBTransform.position = pointBPosition;
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pointATransform.LookAt(pointBTransform);
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pointBTransform.LookAt(pointATransform);
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}
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private void RebuildZiplineVehicle(ref ZiplineVehicle ziplineVehicle, Vector3 startPos, Vector3 endPos)
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{
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if ((bool)ziplineVehicle && ziplineVehicle.vehicleSeat.hasPassenger)
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{
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ziplineVehicle = null;
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}
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if (!ziplineVehicle)
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{
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GameObject gameObject = Object.Instantiate(ziplineVehiclePrefab, startPos, Quaternion.identity);
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ziplineVehicle = gameObject.GetComponent<ZiplineVehicle>();
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ziplineVehicle.NetworkendPoint = endPos;
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NetworkServer.Spawn(gameObject);
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}
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}
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private void FixedUpdate()
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{
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if (NetworkServer.active)
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{
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RebuildZiplineVehicle(ref currentZiplineA, pointAPosition, pointBPosition);
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RebuildZiplineVehicle(ref currentZiplineB, pointBPosition, pointAPosition);
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}
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}
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private void OnDestroy()
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{
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if (NetworkServer.active)
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{
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if ((bool)currentZiplineA)
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{
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Object.Destroy(currentZiplineA.gameObject);
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}
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if ((bool)currentZiplineB)
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{
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Object.Destroy(currentZiplineB.gameObject);
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}
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}
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}
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private void UNetVersion()
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{
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}
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public override bool OnSerialize(NetworkWriter writer, bool forceAll)
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{
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if (forceAll)
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{
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writer.Write(pointAPosition);
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writer.Write(pointBPosition);
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return true;
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}
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bool flag = false;
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if ((base.syncVarDirtyBits & (true ? 1u : 0u)) != 0)
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{
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if (!flag)
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{
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writer.WritePackedUInt32(base.syncVarDirtyBits);
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flag = true;
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}
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writer.Write(pointAPosition);
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}
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if ((base.syncVarDirtyBits & 2u) != 0)
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{
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if (!flag)
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{
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writer.WritePackedUInt32(base.syncVarDirtyBits);
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flag = true;
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}
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writer.Write(pointBPosition);
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}
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if (!flag)
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{
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writer.WritePackedUInt32(base.syncVarDirtyBits);
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}
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return flag;
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}
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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{
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if (initialState)
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{
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pointAPosition = reader.ReadVector3();
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pointBPosition = reader.ReadVector3();
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return;
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}
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int num = (int)reader.ReadPackedUInt32();
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if (((uint)num & (true ? 1u : 0u)) != 0)
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{
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SetPointAPosition(reader.ReadVector3());
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}
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if (((uint)num & 2u) != 0)
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{
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SetPointBPosition(reader.ReadVector3());
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}
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}
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public override void PreStartClient()
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{
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}
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}
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