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https://github.com/misternebula/quantum-space-buddies.git
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112 lines
2.4 KiB
C#
112 lines
2.4 KiB
C#
using OWML.Common;
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using QSB.SectorSync.WorldObjects;
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using QSB.Syncs.Sectored;
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using QSB.Utility;
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using QSB.WorldSync;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace QSB.SectorSync
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{
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public class QSBSectorManager : WorldObjectManager
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{
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public override WorldObjectType WorldObjectType => WorldObjectType.Both;
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public static QSBSectorManager Instance { get; private set; }
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public bool IsReady { get; private set; }
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public readonly List<QSBSector> FakeSectors = new();
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public readonly List<IBaseSectoredSync> SectoredSyncs = new();
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#region repeating timer
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private const float TimeInterval = 0.4f;
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private float _checkTimer = TimeInterval;
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private void Update()
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{
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_checkTimer += Time.unscaledDeltaTime;
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if (_checkTimer < TimeInterval)
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{
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return;
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}
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Invoke();
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_checkTimer = 0;
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}
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#endregion
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public void Invoke()
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{
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if (!Instance.IsReady || !AllObjectsReady)
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{
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return;
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}
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foreach (var sync in SectoredSyncs)
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{
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if (sync.ReturnObject() == null)
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{
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continue;
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}
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if (sync.HasAuthority
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&& sync.ReturnObject().gameObject.activeInHierarchy
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&& sync.IsReady
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&& sync.SectorSync.IsReady)
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{
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CheckTransformSyncSector(sync);
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}
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}
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}
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public override void Awake()
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{
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base.Awake();
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Instance = this;
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DebugLog.DebugWrite("Sector Manager ready.", MessageType.Success);
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}
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protected override void RebuildWorldObjects(OWScene scene)
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{
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DebugLog.DebugWrite("Rebuilding sectors...", MessageType.Info);
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if (QSBSceneManager.CurrentScene == OWScene.SolarSystem)
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{
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var timeLoopRing = GameObject.Find("TimeLoopRing_Body");
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if (timeLoopRing != null)
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{
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if (timeLoopRing.GetComponent<FakeSector>() == null)
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{
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timeLoopRing.AddComponent<FakeSector>().AttachedSector = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
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}
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}
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else
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{
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DebugLog.ToConsole($"Error - TimeLoopRing_Body not found!", MessageType.Error);
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}
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}
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QSBWorldSync.Init<QSBSector, Sector>();
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IsReady = QSBWorldSync.GetWorldObjects<QSBSector>().Any();
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}
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private void CheckTransformSyncSector(IBaseSectoredSync transformSync)
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{
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var closestSector = transformSync.SectorSync.GetClosestSector();
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if (closestSector == default(QSBSector))
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{
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return;
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}
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if (closestSector == transformSync.ReferenceSector)
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{
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return;
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}
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transformSync.SetReferenceSector(closestSector);
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}
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}
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} |