76 lines
2.5 KiB
C#
76 lines
2.5 KiB
C#
using System.Collections.Generic;
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using NitroxClient.Communication.Abstract;
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using NitroxClient.MonoBehaviours;
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using NitroxModel.DataStructures;
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using NitroxModel.DataStructures.GameLogic;
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using NitroxModel.Packets;
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namespace NitroxClient.GameLogic.PlayerLogic;
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public class PlayerCinematics
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{
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private readonly IPacketSender packetSender;
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private readonly LocalPlayer localPlayer;
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private IntroCinematicMode lastModeToSend = IntroCinematicMode.NONE;
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public ushort? IntroCinematicPartnerId = null;
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/// <summary>
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/// Some cinematics should not be played. Example the intro as it's completely handled by a dedicated system.
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/// </summary>
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private readonly HashSet<string> blacklistedKeys = ["escapepod_intro", "reaper_attack"];
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public PlayerCinematics(IPacketSender packetSender, LocalPlayer localPlayer)
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{
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this.packetSender = packetSender;
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this.localPlayer = localPlayer;
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}
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public void StartCinematicMode(ushort playerId, NitroxId controllerID, int controllerNameHash, string key)
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{
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if (!blacklistedKeys.Contains(key))
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{
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packetSender.Send(new PlayerCinematicControllerCall(playerId, controllerID, controllerNameHash, key, true));
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}
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}
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public void EndCinematicMode(ushort playerId, NitroxId controllerID, int controllerNameHash, string key)
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{
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if (!blacklistedKeys.Contains(key))
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{
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packetSender.Send(new PlayerCinematicControllerCall(playerId, controllerID, controllerNameHash, key, false));
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}
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}
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public void SetLocalIntroCinematicMode(IntroCinematicMode introCinematicMode)
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{
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if (!localPlayer.PlayerId.HasValue)
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{
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Log.Error($"PlayerId was null while setting IntroCinematicMode to {introCinematicMode}");
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return;
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}
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if (localPlayer.IntroCinematicMode == introCinematicMode)
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{
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return;
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}
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localPlayer.IntroCinematicMode = introCinematicMode;
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// This method can be called before client is joined. To prevent sending as an unauthenticated packet we delay it.
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if (Multiplayer.Joined)
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{
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packetSender.Send(new SetIntroCinematicMode(localPlayer.PlayerId.Value, introCinematicMode));
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return;
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}
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if (lastModeToSend == IntroCinematicMode.NONE)
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{
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Multiplayer.OnLoadingComplete += () => SetLocalIntroCinematicMode(lastModeToSend);
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}
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lastModeToSend = introCinematicMode;
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}
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}
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