Just use the base game white hole

This commit is contained in:
Nick 2022-11-02 00:00:56 -04:00
parent f58bd7ad7c
commit d74b766366

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@ -17,9 +17,9 @@ public class MeteorManager : WorldObjectManager
// wait for all late initializers (which includes meteor launchers) to finish // wait for all late initializers (which includes meteor launchers) to finish
await UniTask.WaitUntil(() => LateInitializerManager.isDoneInitializing, cancellationToken: ct); await UniTask.WaitUntil(() => LateInitializerManager.isDoneInitializing, cancellationToken: ct);
// NH can make multiple so fuck it just choose one // NH can make multiple so ensure its the stock whitehole
// TODO: do GameObject.Find here instead var whiteHole = QSBWorldSync.GetUnityObjects<AstroObject>().First(x => x.GetAstroObjectName() == AstroObject.Name.WhiteHole);
WhiteHoleVolume = QSBWorldSync.GetUnityObjects<WhiteHoleVolume>().First(); WhiteHoleVolume = whiteHole?.GetComponentInChildren<WhiteHoleVolume>();
QSBWorldSync.Init<QSBFragment, FragmentIntegrity>(); QSBWorldSync.Init<QSBFragment, FragmentIntegrity>();
QSBWorldSync.Init<QSBMeteorLauncher, MeteorLauncher>(); QSBWorldSync.Init<QSBMeteorLauncher, MeteorLauncher>();
QSBWorldSync.Init<QSBMeteor, MeteorController>(); QSBWorldSync.Init<QSBMeteor, MeteorController>();