From dfc7798cd77cad4caffe46bc66565709ccae4143 Mon Sep 17 00:00:00 2001 From: Noah Pilarski Date: Sat, 8 Oct 2022 16:24:21 -0400 Subject: [PATCH] Revert "Add a prefab for ambient light too" Doesn't work so might as well not use it --- NewHorizons/Builder/General/AmbientLightBuilder.cs | 12 +++--------- NewHorizons/Main.cs | 1 - 2 files changed, 3 insertions(+), 10 deletions(-) diff --git a/NewHorizons/Builder/General/AmbientLightBuilder.cs b/NewHorizons/Builder/General/AmbientLightBuilder.cs index b338efb0..a3157165 100644 --- a/NewHorizons/Builder/General/AmbientLightBuilder.cs +++ b/NewHorizons/Builder/General/AmbientLightBuilder.cs @@ -4,18 +4,12 @@ namespace NewHorizons.Builder.General { public static class AmbientLightBuilder { - private static GameObject _ambientLightPrefab; - - internal static void InitPrefab() - { - if (_ambientLightPrefab == null) _ambientLightPrefab = SearchUtilities.Find("QuantumMoon_Body/AmbientLight_QM").InstantiateInactive().Rename("Prefab_QM_AmbientLight").DontDestroyOnLoad(); - } - public static Light Make(GameObject planetGO, Sector sector, float scale, float intensity) { - InitPrefab(); + var ambientLight = Main.Instance.CurrentStarSystem == "EyeOfTheUniverse" ? SearchUtilities.Find("EyeOfTheUniverse_Body/Sector_EyeOfTheUniverse/SixthPlanet_Root/QuantumMoonProxy_Pivot/QuantumMoonProxy_Root/MoonState_Root/AmbientLight_QM") : SearchUtilities.Find("QuantumMoon_Body/AmbientLight_QM"); + if (ambientLight == null) return null; - GameObject lightGO = GameObject.Instantiate(_ambientLightPrefab, sector?.transform ?? planetGO.transform); + GameObject lightGO = GameObject.Instantiate(ambientLight, sector?.transform ?? planetGO.transform); lightGO.transform.position = planetGO.transform.position; lightGO.name = "AmbientLight"; diff --git a/NewHorizons/Main.cs b/NewHorizons/Main.cs index 88312433..b217682e 100644 --- a/NewHorizons/Main.cs +++ b/NewHorizons/Main.cs @@ -268,7 +268,6 @@ namespace NewHorizons { try { - AmbientLightBuilder.InitPrefab(); AtmosphereBuilder.InitPrefabs(); BrambleDimensionBuilder.InitPrefabs(); BrambleNodeBuilder.InitPrefabs();