Just get all the children each time

This commit is contained in:
Nick 2024-03-26 00:09:27 -04:00
parent 136176ddff
commit f24c0f5c4e

View File

@ -33,13 +33,16 @@ namespace NewHorizons.Components.Sectored
} }
private void Start() private void Start()
{
DisableRenderers();
}
private void GetRenderers()
{ {
_renderers = gameObject.GetComponentsInChildren<Renderer>(); _renderers = gameObject.GetComponentsInChildren<Renderer>();
_tessellatedRenderers = gameObject.GetComponentsInChildren<TessellatedRenderer>(); _tessellatedRenderers = gameObject.GetComponentsInChildren<TessellatedRenderer>();
_colliders = gameObject.GetComponentsInChildren<Collider>(); _colliders = gameObject.GetComponentsInChildren<Collider>();
_lights = gameObject.GetComponentsInChildren<Light>(); _lights = gameObject.GetComponentsInChildren<Light>();
DisableRenderers();
} }
private void OnSectorOccupantsUpdated() private void OnSectorOccupantsUpdated()
@ -60,36 +63,26 @@ namespace NewHorizons.Components.Sectored
private void ToggleRenderers(bool visible) private void ToggleRenderers(bool visible)
{ {
GetRenderers();
foreach (var renderer in _renderers) foreach (var renderer in _renderers)
{ {
if (renderer != null) renderer.forceRenderingOff = !visible;
{
renderer.forceRenderingOff = visible;
}
} }
foreach (var tessellatedRenderer in _tessellatedRenderers) foreach (var tessellatedRenderer in _tessellatedRenderers)
{ {
if (tessellatedRenderer != null) tessellatedRenderer.enabled = visible;
{
tessellatedRenderer.enabled = visible;
}
} }
foreach (var collider in _colliders) foreach (var collider in _colliders)
{ {
if (collider != null) collider.enabled = visible;
{
collider.enabled = visible;
}
} }
foreach (var light in _lights) foreach (var light in _lights)
{ {
if (light != null) light.enabled = visible;
{
light.enabled = visible;
}
} }
_renderersShown = visible; _renderersShown = visible;