Include sector in the key for detail cache (#431)

## Bug fixes
- Should fix sector issues with details that are placed on multiple
planets
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Nick 2022-10-20 21:35:53 -04:00 committed by GitHub
commit ae3bca5293
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@ -15,7 +15,7 @@ namespace NewHorizons.Builder.Props
public static class DetailBuilder
{
private static readonly Dictionary<PropModule.DetailInfo, GameObject> _detailInfoToCorrespondingSpawnedGameObject = new();
private static readonly Dictionary<string, (GameObject prefab, bool isItem)> _fixedPrefabCache = new();
private static readonly Dictionary<(Sector, string), (GameObject prefab, bool isItem)> _fixedPrefabCache = new();
static DetailBuilder()
{
@ -82,7 +82,7 @@ namespace NewHorizons.Builder.Props
bool isItem;
// We save copies with all their components fixed, good if the user is placing the same detail more than once
if (detail?.path != null && _fixedPrefabCache.TryGetValue(detail.path, out var storedPrefab))
if (detail?.path != null && _fixedPrefabCache.TryGetValue((sector, detail.path), out var storedPrefab))
{
prop = storedPrefab.prefab.InstantiateInactive();
prop.name = prefab.name;
@ -114,7 +114,7 @@ namespace NewHorizons.Builder.Props
if (detail.path != null)
{
_fixedPrefabCache.Add(detail.path, (prop.InstantiateInactive(), isItem));
_fixedPrefabCache.Add((sector, detail.path), (prop.InstantiateInactive(), isItem));
}
}