quantum-space-buddies/QSB/OrbSync/OrbManager.cs
Mister_Nebula 044f60046a cleanup
2020-12-18 20:28:22 +00:00

45 lines
1.5 KiB
C#

using OWML.Common;
using QSB.Utility;
using QSB.WorldSync;
using QuantumUNET;
using System.Linq;
using UnityEngine;
namespace QSB.OrbSync
{
public class OrbManager : MonoBehaviour
{
public static OrbManager Instance { get; private set; }
private void Awake() => Instance = this;
private void BuildOrbSlots()
{
QSBWorldSync.RemoveWorldObjects<QSBOrbSlot>();
var orbSlots = Resources.FindObjectsOfTypeAll<NomaiInterfaceSlot>();
for (var id = 0; id < orbSlots.Length; id++)
{
var qsbOrbSlot = QSBWorldSync.GetWorldObject<QSBOrbSlot>(id) ?? new QSBOrbSlot();
qsbOrbSlot.Init(orbSlots[id], id);
}
DebugLog.DebugWrite($"Finished orb slot build with {orbSlots.Length} slots.", MessageType.Success);
}
public void BuildOrbs()
{
QSBWorldSync.OldOrbList.Clear();
QSBWorldSync.OldOrbList = Resources.FindObjectsOfTypeAll<NomaiInterfaceOrb>().ToList();
if (QSBNetworkServer.active)
{
QSBWorldSync.OrbSyncList.ForEach(x => QSBNetworkServer.Destroy(x.gameObject));
QSBWorldSync.OrbSyncList.Clear();
QSBWorldSync.OldOrbList.ForEach(x => QSBNetworkServer.Spawn(Instantiate(QSBNetworkManager.Instance.OrbPrefab)));
}
DebugLog.DebugWrite($"Finished orb build with {QSBWorldSync.OldOrbList.Count} orbs.", MessageType.Success);
}
public void QueueBuildSlots() => QSBCore.Helper.Events.Unity.RunWhen(() => QSBCore.HasWokenUp, BuildOrbSlots);
public void QueueBuildOrbs() => QSBCore.Helper.Events.Unity.RunWhen(() => QSBNetworkServer.active, BuildOrbs);
}
}