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using UnityEngine;

namespace Landfall.Network;

public class NetworkController : MonoBehaviour
{
	[SerializeField]
	private MonoBehaviour[] m_ScriptsToDisable;

	[SerializeField]
	private Camera[] m_CamerasToDisable;

	[SerializeField]
	private Transform m_Hip;

	private bool m_HasControl;

	private NetworkManager m_NetworkManager;

	private string m_Name;

	public void Init(NetworkManager manager, bool hasControl, string playerName)
	{
		m_NetworkManager = manager;
		m_HasControl = hasControl;
		GetComponent<HasControl>().ChangeControl(m_HasControl);
		m_Name = playerName;
	}

	private void StripPlayer()
	{
		if (!m_HasControl)
		{
			MonoBehaviour[] scriptsToDisable = m_ScriptsToDisable;
			foreach (MonoBehaviour monoBehaviour in scriptsToDisable)
			{
				monoBehaviour.enabled = false;
			}
			Camera[] camerasToDisable = m_CamerasToDisable;
			foreach (Camera camera in camerasToDisable)
			{
				camera.enabled = false;
			}
		}
	}

	private void Update()
	{
		if (m_HasControl)
		{
			SendUpdatesToServer();
		}
	}

	private void SendUpdatesToServer()
	{
		Vector3 position = m_Hip.position;
		m_NetworkManager.UpdateFromLocalClient(position);
	}

	public void UpdatePosition(Vector3 newPos)
	{
		base.transform.position = newPos;
	}
}