mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-01 03:32:38 +00:00
146 lines
3.4 KiB
C#
146 lines
3.4 KiB
C#
using Cysharp.Threading.Tasks;
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using OWML.Common;
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using QSB.SectorSync.WorldObjects;
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using QSB.Syncs.Sectored;
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using QSB.Utility;
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using QSB.WorldSync;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using UnityEngine;
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namespace QSB.SectorSync;
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public class QSBSectorManager : WorldObjectManager
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{
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public override WorldObjectScene WorldObjectScene => WorldObjectScene.Both;
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public static QSBSectorManager Instance { get; private set; }
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private bool _isReady;
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public readonly List<BaseSectoredSync> SectoredSyncs = new();
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private const float UpdateInterval = 0.4f;
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private float _timer = UpdateInterval;
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private void Update()
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{
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_timer += Time.unscaledDeltaTime;
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if (_timer < UpdateInterval)
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{
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return;
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}
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_timer = 0;
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UpdateReferenceSectors();
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}
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public void UpdateReferenceSectors()
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{
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if (!Instance._isReady || !QSBWorldSync.AllObjectsReady)
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{
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return;
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}
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foreach (var sync in SectoredSyncs)
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{
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if (sync.hasAuthority
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&& sync.IsValid
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&& sync.AttachedTransform.gameObject.activeInHierarchy)
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{
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UpdateReferenceSector(sync);
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}
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}
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}
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private static void UpdateReferenceSector(BaseSectoredSync sync)
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{
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var closestSector = sync.SectorDetector.GetClosestSector();
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if (closestSector == null)
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{
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return;
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}
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sync.SetReferenceSector(closestSector);
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}
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public void Awake()
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{
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Instance = this;
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DebugLog.DebugWrite("Sector Manager ready.", MessageType.Success);
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}
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public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct)
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{
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DebugLog.DebugWrite("Building sectors...", MessageType.Info);
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this.Try("creating fake sectors", CreateFakeSectors);
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QSBWorldSync.Init<QSBSector, Sector>();
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_isReady = QSBWorldSync.GetWorldObjects<QSBSector>().Any();
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}
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public override void UnbuildWorldObjects() =>
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_isReady = false;
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private static void CreateFakeSectors()
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{
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if (QSBSceneManager.CurrentScene != OWScene.SolarSystem)
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{
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return;
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}
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// time loop spinning ring
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{
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var TimeLoopRing_Body = GameObject.Find("TimeLoopRing_Body");
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var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
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// use the same trigger as the parent sector
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FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior,
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x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot);
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}
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// TH elevators
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foreach (var elevator in QSBWorldSync.GetUnityObjects<Elevator>())
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{
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// just create a sphere at the attach point lol
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// since players will be moved there when riding the elevator
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FakeSector.Create(elevator._attachPoint.gameObject,
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elevator.GetComponentInParent<Sector>(),
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x =>
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{
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x.gameObject.AddComponent<OWTriggerVolume>();
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x.gameObject.AddComponent<SphereShape>();
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});
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}
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// rafts
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foreach (var raft in QSBWorldSync.GetUnityObjects<RaftController>())
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{
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FakeSector.Create(raft.gameObject,
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raft._sector,
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x => x._triggerRoot = raft._rideVolume.gameObject);
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}
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// todo cage elevators
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// todo prisoner elevator
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// todo black hole forge
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// OPC probe
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{
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var probe = Locator._orbitalProbeCannon
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.GetRequiredComponent<OrbitalProbeLaunchController>()
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._probeBody;
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if (probe)
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{
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// just create a big circle around the probe lol
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FakeSector.Create(probe.gameObject,
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null,
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x =>
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{
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x.gameObject.AddComponent<OWTriggerVolume>();
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x.gameObject.AddComponent<SphereShape>().radius = 100;
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});
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}
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}
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}
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}
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