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

110 lines
2.7 KiB
C#

using OWML.Common;
using QSB.SectorSync.WorldObjects;
using QSB.Syncs;
using QSB.Utility;
using QSB.WorldSync;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace QSB.SectorSync
{
public class QSBSectorManager : WorldObjectManager, IRepeating
{
public static QSBSectorManager Instance { get; private set; }
public bool IsReady { get; private set; }
public List<QSBSector> FakeSectors = new List<QSBSector>();
private void OnEnable() => RepeatingManager.Repeatings.Add(this);
private void OnDisable() => RepeatingManager.Repeatings.Remove(this);
public List<SyncBase> SectoredTransformSyncs = new List<SyncBase>();
public List<SyncBase> SectoredRigidbodySyncs = new List<SyncBase>();
public void Invoke()
{
if (!Instance.IsReady || !AllReady)
{
return;
}
foreach (var sync in SectoredTransformSyncs)
{
if (sync.AttachedObject == null)
{
continue;
}
if (sync.HasAuthority
&& sync.AttachedObject.gameObject.activeInHierarchy
&& sync.IsReady)
{
CheckTransformSyncSector(sync as ISectoredSync<Transform>);
}
}
foreach (var sync in SectoredRigidbodySyncs)
{
if (sync.AttachedObject == null)
{
continue;
}
if (sync.HasAuthority
&& sync.AttachedObject.gameObject.activeInHierarchy
&& sync.IsReady)
{
CheckTransformSyncSector(sync as ISectoredSync<OWRigidbody>);
}
}
}
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.Warning);
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<T>(ISectoredSync<T> transformSync)
where T : Component
{
var attachedObject = (transformSync as SyncBase).AttachedObject;
var closestSector = transformSync.SectorSync.GetClosestSector(attachedObject.transform);
if (closestSector == default(QSBSector))
{
return;
}
if (closestSector == transformSync.ReferenceSector)
{
return;
}
transformSync.SetReferenceSector(closestSector);
}
}
}