2022-04-10 15:16:44 -07:00

25 lines
769 B
C#

using Cysharp.Threading.Tasks;
using QSB.EchoesOfTheEye.LightSensorSync.WorldObjects;
using QSB.Player;
using QSB.Utility;
using QSB.WorldSync;
using System.Linq;
using System.Threading;
namespace QSB.EchoesOfTheEye.LightSensorSync;
internal class LightSensorManager : WorldObjectManager
{
public override WorldObjectScene WorldObjectScene => WorldObjectScene.SolarSystem;
public override bool DlcOnly => true;
public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct)
{
// ignore player light sensors
var list = QSBWorldSync.GetUnityObjects<SingleLightSensor>()
.Where(x => QSBPlayerManager.PlayerList.All(y => y.LightSensor != x))
.SortDeterministic();
QSBWorldSync.Init<QSBLightSensor, SingleLightSensor>(list);
}
}