using QSB.WorldSync; namespace QSB.PoolSync { internal class PoolManager : WorldObjectManager { public override WorldObjectType WorldObjectType => WorldObjectType.SolarSystem; public override void BuildWorldObjects(OWScene scene) { foreach (var streaming in QSBWorldSync.GetUnityObjects()) { streaming.gameObject.AddComponent(); } foreach (var camera in QSBWorldSync.GetUnityObjects()) { camera.gameObject.AddComponent(); } foreach (var platform in QSBWorldSync.GetUnityObjects()) { platform.gameObject.AddComponent(); } } public override void UnbuildWorldObjects() { foreach (var platform in QSBWorldSync.GetUnityObjects()) { Destroy(platform); } foreach (var camera in QSBWorldSync.GetUnityObjects()) { Destroy(camera); } foreach (var streaming in QSBWorldSync.GetUnityObjects()) { Destroy(streaming); } } } }