using QSB.WorldSync; using UnityEngine; namespace QSB.SectorSync.WorldObjects { public class QSBSector : WorldObject { public Sector.Name Type => AttachedObject.GetName(); public Transform Transform => AttachedObject.transform; public Vector3 Position => Transform.position; public bool IsFakeSector => AttachedObject.GetType() == typeof(FakeSector); public override void Init(Sector sector, int id) { ObjectId = id; AttachedObject = sector; if (IsFakeSector) { QSBSectorManager.Instance.FakeSectors.Add(this); } } public override void OnRemoval() { if (IsFakeSector) { QSBSectorManager.Instance.FakeSectors.Remove(this); } } } }