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using Cysharp.Threading.Tasks;
using QSB.EchoesOfTheEye.Prisoner.WorldObjects;
using QSB.WorldSync;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
namespace QSB.EchoesOfTheEye.Prisoner;
internal class PrisonerManager : WorldObjectManager
{
public override bool DlcOnly => true;
public override WorldObjectScene WorldObjectScene => WorldObjectScene.SolarSystem;
public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct)
{
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var director = QSBWorldSync.GetUnityObject<PrisonerDirector>();
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var markers = new List<Transform>()
{
director._cellevatorPedestalMarker,
director._cellevatorWindowMarker,
director._exitCueMarker,
director._scanCueMarker,
director._torchCueMarker,
director._torchReturnCueMarker
};
foreach (var marker in markers)
{
marker.gameObject.AddComponent<PrisonerBehaviourCueMarker>();
}
QSBWorldSync.Init<QSBPrisonerMarker, PrisonerBehaviourCueMarker>();
QSBWorldSync.Init<QSBPrisonerBrain, PrisonerBrain>();
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QSBWorldSync.Init<QSBPrisonCellElevator, PrisonCellElevator>();
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}
}