quantum-space-buddies/QSB/SectorSync/QSBSectorManager.cs

112 lines
2.4 KiB
C#

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