using QSB.EyeOfTheUniverse.MaskSync; using QSB.WorldSync; using System.Linq; namespace QSB.EyeOfTheUniverse.InstrumentSync.WorldObjects { internal class QSBQuantumInstrument : WorldObject { public override void SendInitialState(uint to) { // not needed since mid-game join is impossible here } public void Gather() { var maskZoneController = QSBWorldSync.GetUnityObjects().First(); if (maskZoneController._maskInstrument == AttachedObject) { var shuttleController = QSBWorldSync.GetUnityObjects().First(); foreach (var player in MaskManager.WentOnSolanumsWildRide) { player.SetVisible(true, 2); } maskZoneController._whiteSphere.SetActive(false); shuttleController._maskObject.SetActive(true); } AttachedObject.Gather(); } } }