LethalCompany/Lethal Company/ExportedProject/Assets/Scripts/Assembly-CSharp/NetworkRigidbodyModifiable.cs
2023-12-22 18:30:10 -05:00

88 lines
1.9 KiB
C#

using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(NetworkTransform))]
public class NetworkRigidbodyModifiable : NetworkBehaviour
{
private Rigidbody m_Rigidbody;
private NetworkTransform m_NetworkTransform;
private bool m_OriginalKinematic;
public bool kinematicOnOwner;
public bool nonKinematicWhenDropping;
private RigidbodyInterpolation m_OriginalInterpolation;
private bool m_IsAuthority;
private bool HasAuthority => m_NetworkTransform.CanCommitToTransform;
private void Awake()
{
m_Rigidbody = GetComponent<Rigidbody>();
m_NetworkTransform = GetComponent<NetworkTransform>();
}
private void FixedUpdate()
{
if (base.NetworkManager.IsListening && HasAuthority != m_IsAuthority)
{
m_IsAuthority = HasAuthority;
UpdateRigidbodyKinematicMode();
}
}
public void UpdateRigidbodyKinematicMode()
{
if (!m_IsAuthority)
{
m_OriginalKinematic = m_Rigidbody.isKinematic;
m_Rigidbody.isKinematic = true;
m_OriginalInterpolation = m_Rigidbody.interpolation;
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
return;
}
if (kinematicOnOwner)
{
m_Rigidbody.isKinematic = true;
}
else if (nonKinematicWhenDropping)
{
m_Rigidbody.isKinematic = false;
nonKinematicWhenDropping = false;
}
else
{
m_Rigidbody.isKinematic = m_OriginalKinematic;
}
m_Rigidbody.interpolation = m_OriginalInterpolation;
}
public override void OnNetworkSpawn()
{
m_IsAuthority = HasAuthority;
m_OriginalKinematic = m_Rigidbody.isKinematic;
m_OriginalInterpolation = m_Rigidbody.interpolation;
UpdateRigidbodyKinematicMode();
}
public override void OnNetworkDespawn()
{
UpdateRigidbodyKinematicMode();
}
protected override void __initializeVariables()
{
base.__initializeVariables();
}
protected internal override string __getTypeName()
{
return "NetworkRigidbodyModifiable";
}
}