using OWML.Common; using QSB.Utility; using QSB.WorldSync; using System.Linq; using UnityEngine; namespace QSB.SectorSync { public class QSBSectorManager : MonoBehaviour { public static QSBSectorManager Instance { get; private set; } public bool IsReady { get; private set; } private readonly Sector.Name[] _sectorBlacklist = { Sector.Name.Ship }; public void Awake() { Instance = this; QSBSceneManager.OnUniverseSceneLoaded += (OWScene scene) => RebuildSectors(); DebugLog.DebugWrite("Sector Manager ready.", MessageType.Success); } public void OnDestroy() => QSBSceneManager.OnUniverseSceneLoaded -= (OWScene scene) => RebuildSectors(); public void RebuildSectors() { DebugLog.DebugWrite("Rebuilding sectors...", MessageType.Warning); QSBWorldSync.RemoveWorldObjects(); var sectors = Resources.FindObjectsOfTypeAll().ToList(); for (var id = 0; id < sectors.Count; id++) { var qsbSector = QSBWorldSync.GetWorldObject(id) ?? new QSBSector(); qsbSector.Init(sectors[id], id); QSBWorldSync.AddWorldObject(qsbSector); } IsReady = QSBWorldSync.GetWorldObjects().Any(); } public QSBSector GetClosestSector(Transform trans) // trans rights \o/ { return QSBWorldSync.GetWorldObjects() .Where(sector => sector.Sector != null && !_sectorBlacklist.Contains(sector.Type)) .OrderBy(sector => Vector3.Distance(sector.Position, trans.position)) .First(); } } }