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