quantum-space-buddies/QSB/SectorSync/QSBSectorManager.cs
Mister_Nebula 1f1ad692a6 cleanup
2020-12-23 23:14:32 +00:00

47 lines
1.3 KiB
C#

using OWML.Common;
using QSB.Utility;
using QSB.WorldSync;
using System.Linq;
using UnityEngine;
namespace QSB.SectorSync
{
public class QSBSectorManager : MonoBehaviour
{
public static QSBSectorManager Instance { get; private set; }
public bool IsReady { get; private set; }
private readonly Sector.Name[] _sectorBlacklist =
{
Sector.Name.Ship
};
public void Awake()
{
Instance = this;
QSBSceneManager.OnUniverseSceneLoaded += (OWScene scene) => RebuildSectors();
DebugLog.DebugWrite("Sector Manager ready.", MessageType.Success);
}
public void OnDestroy() => QSBSceneManager.OnUniverseSceneLoaded -= (OWScene scene) => RebuildSectors();
public void RebuildSectors()
{
DebugLog.DebugWrite("Rebuilding sectors...", MessageType.Warning);
QSBWorldSync.RemoveWorldObjects<QSBSector, Sector>();
QSBWorldSync.Init<QSBSector, Sector>();
IsReady = QSBWorldSync.GetWorldObjects<QSBSector>().Any();
}
public QSBSector GetClosestSector(Transform trans) // trans rights \o/
{
return QSBWorldSync.GetWorldObjects<QSBSector>()
.Where(sector => sector.AttachedObject != null
&& !_sectorBlacklist.Contains(sector.Type)
&& sector.Transform.gameObject.activeInHierarchy)
.OrderBy(sector => Vector3.Distance(sector.Position, trans.position))
.First();
}
}
}