using Cysharp.Threading.Tasks; using QSB.EchoesOfTheEye.AirlockSync.WorldObjects; using QSB.WorldSync; using System.Threading; namespace QSB.EchoesOfTheEye.AirlockSync; internal class AirlockManager : WorldObjectManager { // is this used in the prisoner sequence in the eye? public override WorldObjectScene WorldObjectScene => WorldObjectScene.SolarSystem; public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct) => QSBWorldSync.Init(); }