using Cysharp.Threading.Tasks; using QSB.EchoesOfTheEye.Prisoner.WorldObjects; using QSB.WorldSync; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using UnityEngine; namespace QSB.EchoesOfTheEye.Prisoner; public class PrisonerManager : WorldObjectManager { public override bool DlcOnly => true; public override WorldObjectScene WorldObjectScene => WorldObjectScene.SolarSystem; public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct) { var director = QSBWorldSync.GetUnityObject(); var markers = new List() { director._cellevatorPedestalMarker, director._cellevatorWindowMarker, director._exitCueMarker, director._scanCueMarker, director._torchCueMarker, director._torchReturnCueMarker }; foreach (var marker in markers) { marker.gameObject.AddComponent(); } QSBWorldSync.Init(); QSBWorldSync.Init(); QSBWorldSync.Init(); } }