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using System;
using System.Collections.Generic;
using Hazel;
using UnityEngine;
public class MedScanSystem : ISystemType
{
public byte CurrentUser { get; private set; } = byte.MaxValue;
public const byte Request = 128;
public const byte Release = 64;
public const byte NumMask = 31;
public const byte NoPlayer = 255;
public List<byte> UsersList = new List<byte>();
public bool Detoriorate(float deltaTime)
{
if (this.UsersList.Count > 0)
{
if (this.CurrentUser != this.UsersList[0])
{
if (this.CurrentUser != 255)
{
Debug.Log("Released scanner from: " + this.CurrentUser);
}
this.CurrentUser = this.UsersList[0];
Debug.Log("Acquired scanner for: " + this.CurrentUser);
return true;
}
}
else if (this.CurrentUser != 255)
{
Debug.Log("Released scanner from: " + this.CurrentUser);
this.CurrentUser = byte.MaxValue;
return true;
}
return false;
}
public void RepairDamage(PlayerControl player, byte data)
{
byte playerId = data & 31;
if ((data & 128) != 0)
{
if (!this.UsersList.Contains(playerId))
{
Debug.Log("Added to queue: " + playerId);
this.UsersList.Add(playerId);
return;
}
}
else if ((data & 64) != 0)
{
Debug.Log("Removed from queue: " + playerId);
this.UsersList.RemoveAll((byte v) => v == playerId);
}
}
public void Serialize(MessageWriter writer, bool initialState)
{
writer.WritePacked(this.UsersList.Count);
for (int i = 0; i < this.UsersList.Count; i++)
{
writer.Write(this.UsersList[i]);
}
}
public void Deserialize(MessageReader reader, bool initialState)
{
this.UsersList.Clear();
int num = reader.ReadPackedInt32();
for (int i = 0; i < num; i++)
{
this.UsersList.Add(reader.ReadByte());
}
}
}
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