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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;
}
}
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