quantum-space-buddies/QSB/TornadoSync/TornadoManager.cs

50 lines
1.4 KiB
C#

using QSB.TornadoSync.TransformSync;
using QSB.TornadoSync.WorldObjects;
using QSB.Utility;
using QSB.WorldSync;
using QuantumUNET;
namespace QSB.TornadoSync
{
public class TornadoManager : WorldObjectManager
{
protected override void RebuildWorldObjects(OWScene scene)
{
QSBWorldSync.Init<QSBTornado, TornadoController>();
if (!QSBCore.IsHost)
{
return;
}
foreach (var transformSync in QSBWorldSync.GetUnityObjects<OccasionalTransformSync>())
{
QNetworkServer.Destroy(transformSync.gameObject);
}
var gdBody = Locator._giantsDeep.GetOWRigidbody();
// cannon
var cannon = Locator._orbitalProbeCannon.GetRequiredComponent<OrbitalProbeLaunchController>();
SpawnOccasional(cannon.GetAttachedOWRigidbody(), gdBody);
foreach (var proxy in cannon._realDebrisSectorProxies)
{
SpawnOccasional(proxy.transform.root.GetAttachedOWRigidbody(), gdBody);
}
SpawnOccasional(cannon._probeBody, gdBody);
// islands
foreach (var island in QSBWorldSync.GetUnityObjects<IslandController>())
{
SpawnOccasional(island._islandBody, gdBody);
}
}
private static void SpawnOccasional(OWRigidbody body, OWRigidbody refBody)
{
var transformSync = Instantiate(QSBNetworkManager.Instance.OccasionalPrefab).GetRequiredComponent<OccasionalTransformSync>();
transformSync.InitBodyIndexes(body, refBody);
transformSync.gameObject.SpawnWithServerAuthority();
}
}
}