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 }; private void Awake() { Instance = this; QSBSceneManager.OnUniverseSceneLoaded += (OWScene scene) => RebuildSectors(); DebugLog.DebugWrite("Sector Manager ready.", MessageType.Success); } private void OnDestroy() { QSBSceneManager.OnUniverseSceneLoaded -= (OWScene scene) => RebuildSectors(); } public void RebuildSectors() { DebugLog.DebugWrite("Rebuilding sectors...", MessageType.Warning); WorldRegistry.RemoveObjects(); var sectors = Resources.FindObjectsOfTypeAll().ToList(); for (var id = 0; id < sectors.Count; id++) { var qsbSector = WorldRegistry.GetObject(id) ?? new QSBSector(); qsbSector.Init(sectors[id], id); WorldRegistry.AddObject(qsbSector); } IsReady = WorldRegistry.GetObjects().Any(); } public QSBSector GetClosestSector(Transform trans) { return WorldRegistry.GetObjects() .Where(sector => sector.Sector != null && !_sectorBlacklist.Contains(sector.Type)) .OrderBy(sector => Vector3.Distance(sector.Position, trans.position)) .First(); } } }