JoinLeaveSingularity: make static instead of using MonoBehaviour

This commit is contained in:
JohnCorby 2022-02-17 04:10:13 -08:00
parent a85efa403c
commit 709cc4c905

View File

@ -8,7 +8,7 @@ using UnityEngine;
namespace QSB.Player
{
public class JoinLeaveSingularity : MonoBehaviour
public static class JoinLeaveSingularity
{
public static void Create(PlayerInfo player, bool joining)
{
@ -27,18 +27,18 @@ namespace QSB.Player
DebugLog.DebugWrite($"WARP TASK {player.PlayerId}");
var joinLeaveSingularity = new GameObject(nameof(JoinLeaveSingularity)).AddComponent<JoinLeaveSingularity>();
var ct = joinLeaveSingularity.GetCancellationTokenOnDestroy();
var go = new GameObject(nameof(JoinLeaveSingularity));
var ct = go.GetCancellationTokenOnDestroy();
UniTask.Create(async () =>
{
await joinLeaveSingularity.Run(player, joining, ct).SuppressCancellationThrow();
Destroy(joinLeaveSingularity.gameObject);
await Run(go.transform, player, joining, ct).SuppressCancellationThrow();
Object.Destroy(go);
DebugLog.DebugWrite($"WARP TASK DONE {player.PlayerId}");
});
}
private async UniTask Run(PlayerInfo player, bool joining, CancellationToken ct)
private static async UniTask Run(Transform transform, PlayerInfo player, bool joining, CancellationToken ct)
{
if (joining)
{
@ -71,7 +71,7 @@ namespace QSB.Player
}
else if (component is not (Transform or Renderer))
{
Destroy(component);
Object.Destroy(component);
}
}
@ -132,7 +132,7 @@ namespace QSB.Player
if (!joining)
{
Destroy(fakePlayer);
Object.Destroy(fakePlayer);
}
await UniTask.WaitUntil(() => !singularity._owOneShotSource.isPlaying, cancellationToken: ct);