Fix NREs concerning sectors with proxy body details

This commit is contained in:
Nick 2022-05-15 00:57:57 -04:00
parent cb020151dd
commit f918e4bfc8

View File

@ -84,7 +84,8 @@ namespace NewHorizons.Builder.Props
{
if (prefab == null) return null;
GameObject prop = GameObject.Instantiate(prefab, sector.transform);
GameObject prop = prefab.InstantiateInactive();
prop.transform.parent = sector?.transform ?? planetGO.transform;
prop.SetActive(false);
if (sector != null) sector.OnOccupantEnterSector += (SectorDetector sd) => OWAssetHandler.OnOccupantEnterSector(prop, sd, sector);
@ -147,9 +148,21 @@ namespace NewHorizons.Builder.Props
(component as OWItemSocket)._sector = sector;
}
}
else
{
// Remove things that require sectors. Will just keep extending this as things pop up
if (component is FogLight || component is SectoredMonoBehaviour)
{
GameObject.DestroyImmediate(component);
continue;
}
}
// Fix a bunch of stuff when done loading
Main.Instance.ModHelper.Events.Unity.RunWhen(() => Main.IsSystemReady, () =>
{
try
{
if (component is Animator) (component as Animator).enabled = true;
else if (component is Collider) (component as Collider).enabled = true;
@ -171,6 +184,11 @@ namespace NewHorizons.Builder.Props
angler.enabled = true;
angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
}
}
catch(Exception e)
{
Logger.LogWarning($"Exception when modifying component [{component.GetType().Name}] on [{planetGO.name}] : {e.Message}, {e.StackTrace}");
}
});
}