fake sector check

This commit is contained in:
JohnCorby 2022-08-29 21:31:13 -07:00
parent 6ccb8c0058
commit a57c4265ae
2 changed files with 10 additions and 6 deletions

View File

@ -91,11 +91,15 @@ public class QSBSectorManager : WorldObjectManager
// time loop spinning ring
{
// NH can remove this
var TimeLoopRing_Body = GameObject.Find("TimeLoopRing_Body");
var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
// use the same trigger as the parent sector
FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior,
x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot);
if (TimeLoopRing_Body)
{
var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
// use the same trigger as the parent sector
FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior,
x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot);
}
}
// TH elevators

View File

@ -49,8 +49,8 @@ public static class QSBWorldSync
await UniTask.WaitUntil(() => PlayerTransformSync.LocalInstance, cancellationToken: _cts.Token);
}
// let nh do things first :)
// makin it nice and long to be safe
// let NH do things first :)
// makin it nice and long to be safe. dw things still work no matter the delay
await UniTask.DelayFrame(100, cancellationToken: _cts.Token);
GameInit();