diff --git a/NewHorizons/Builder/Props/QuantumBuilder.cs b/NewHorizons/Builder/Props/QuantumBuilder.cs
index 90227e11..a6a475cf 100644
--- a/NewHorizons/Builder/Props/QuantumBuilder.cs
+++ b/NewHorizons/Builder/Props/QuantumBuilder.cs
@@ -295,39 +295,4 @@ namespace NewHorizons.Builder.Props
return globalCorners.Select(globalCorner => relativeTo.transform.InverseTransformPoint(globalCorner)).ToArray();
}
}
-
- ///
- /// for some reason mesh bounds are wrong unless we wait a bit
- /// so this script contiously checks everything until it is correct
- ///
- /// this actually only seems to be a problem with skinned renderers. normal ones work fine
- /// TODO: at some point narrow this down to just skinned, instead of doing everything and checking every frame
- ///
- public class BoxShapeFixer : MonoBehaviour
- {
- public BoxShape shape;
- public MeshFilter meshFilter;
- public SkinnedMeshRenderer skinnedMeshRenderer;
-
- public void Update()
- {
- if (meshFilter == null && skinnedMeshRenderer == null)
- {
- NHLogger.LogVerbose("Useless BoxShapeFixer, destroying");
- DestroyImmediate(this);
- }
-
- Mesh sharedMesh = null;
- if (meshFilter != null) sharedMesh = meshFilter.sharedMesh;
- if (skinnedMeshRenderer != null) sharedMesh = skinnedMeshRenderer.sharedMesh;
-
- if (sharedMesh == null) return;
- if (sharedMesh.bounds.size == Vector3.zero) return;
-
- shape.size = sharedMesh.bounds.size;
- shape.center = sharedMesh.bounds.center;
-
- DestroyImmediate(this);
- }
- }
}
diff --git a/NewHorizons/Utility/Geometry/BoxShapeFinder.cs b/NewHorizons/Utility/Geometry/BoxShapeFinder.cs
index ebdfd9e4..40e5c37a 100644
--- a/NewHorizons/Utility/Geometry/BoxShapeFinder.cs
+++ b/NewHorizons/Utility/Geometry/BoxShapeFinder.cs
@@ -3,7 +3,14 @@ using UnityEngine;
namespace NewHorizons.Utility.Geometry;
-internal class BoxShapeFixer : MonoBehaviour
+///
+/// for some reason mesh bounds are wrong unless we wait a bit
+/// so this script contiously checks everything until it is correct
+///
+/// this actually only seems to be a problem with skinned renderers. normal ones work fine
+/// TODO: at some point narrow this down to just skinned, instead of doing everything and checking every frame
+///
+public class BoxShapeFixer : MonoBehaviour
{
public BoxShape shape;
public MeshFilter meshFilter;
@@ -13,31 +20,20 @@ internal class BoxShapeFixer : MonoBehaviour
{
if (meshFilter == null && skinnedMeshRenderer == null)
{
- NHLogger.LogVerbose("Useless BoxShapeFixer, destroying"); DestroyImmediate(this);
+ NHLogger.LogVerbose("Useless BoxShapeFixer, destroying");
+ DestroyImmediate(this);
}
Mesh sharedMesh = null;
- if (meshFilter != null)
- {
- sharedMesh = meshFilter.sharedMesh;
- }
- if (skinnedMeshRenderer != null)
- {
- sharedMesh = skinnedMeshRenderer.sharedMesh;
- }
+ if (meshFilter != null) sharedMesh = meshFilter.sharedMesh;
+ if (skinnedMeshRenderer != null) sharedMesh = skinnedMeshRenderer.sharedMesh;
- if (sharedMesh == null)
- {
- return;
- }
- if (sharedMesh.bounds.size == Vector3.zero)
- {
- return;
- }
+ if (sharedMesh == null) return;
+ if (sharedMesh.bounds.size == Vector3.zero) return;
shape.size = sharedMesh.bounds.size;
shape.center = sharedMesh.bounds.center;
DestroyImmediate(this);
}
-}
+}
\ No newline at end of file