private void Awake() { Instance = this; _lobby = gameObject.AddComponent <QSBNetworkLobby>(); _assetBundle = QSB.NetworkAssetBundle; playerPrefab = _assetBundle.LoadAsset <GameObject>("assets/networkplayer.prefab"); playerPrefab.AddComponent <PlayerTransformSync>(); playerPrefab.AddComponent <AnimationSync>(); playerPrefab.AddComponent <WakeUpSync>(); DebugLog.LogState("PlayerPrefab", playerPrefab); _shipPrefab = _assetBundle.LoadAsset <GameObject>("assets/networkship.prefab"); _shipPrefab.AddComponent <ShipTransformSync>(); spawnPrefabs.Add(_shipPrefab); DebugLog.LogState("ShipPrefab", _shipPrefab); _cameraPrefab = _assetBundle.LoadAsset <GameObject>("assets/networkcameraroot.prefab"); _cameraPrefab.AddComponent <PlayerCameraSync>(); spawnPrefabs.Add(_cameraPrefab); DebugLog.LogState("CameraPrefab", _cameraPrefab); _probePrefab = _assetBundle.LoadAsset <GameObject>("assets/networkprobe.prefab"); _probePrefab.AddComponent <PlayerProbeSync>(); spawnPrefabs.Add(_probePrefab); DebugLog.LogState("ProbePrefab", _probePrefab); ConfigureNetworkManager(); }
public new void Awake() { base.Awake(); Instance = this; _lobby = gameObject.AddComponent <QSBNetworkLobby>(); _assetBundle = QSBCore.NetworkAssetBundle; playerPrefab = _assetBundle.LoadAsset <GameObject>("assets/networkplayer.prefab"); SetupNetworkId(playerPrefab); SetupNetworkTransform(playerPrefab); playerPrefab.AddComponent <PlayerTransformSync>(); playerPrefab.AddComponent <AnimationSync>(); playerPrefab.AddComponent <WakeUpSync>(); playerPrefab.AddComponent <InstrumentsManager>(); _shipPrefab = _assetBundle.LoadAsset <GameObject>("assets/networkship.prefab"); SetupNetworkId(_shipPrefab); SetupNetworkTransform(_shipPrefab); _shipPrefab.AddComponent <ShipTransformSync>(); spawnPrefabs.Add(_shipPrefab); _cameraPrefab = _assetBundle.LoadAsset <GameObject>("assets/networkcameraroot.prefab"); SetupNetworkId(_cameraPrefab); SetupNetworkTransform(_cameraPrefab); _cameraPrefab.AddComponent <PlayerCameraSync>(); spawnPrefabs.Add(_cameraPrefab); _probePrefab = _assetBundle.LoadAsset <GameObject>("assets/networkprobe.prefab"); SetupNetworkId(_probePrefab); SetupNetworkTransform(_probePrefab); _probePrefab.AddComponent <PlayerProbeSync>(); spawnPrefabs.Add(_probePrefab); OrbPrefab = _assetBundle.LoadAsset <GameObject>("assets/networkorb.prefab"); SetupNetworkId(OrbPrefab); SetupNetworkTransform(OrbPrefab); OrbPrefab.AddComponent <NomaiOrbTransformSync>(); spawnPrefabs.Add(OrbPrefab); _stickPrefab = _assetBundle.LoadAsset <GameObject>("assets/networkstickpivot.prefab"); SetupNetworkId(_stickPrefab); SetupNetworkTransform(_stickPrefab); _stickPrefab.AddComponent <RoastingStickTransformSync>(); spawnPrefabs.Add(_stickPrefab); ConfigureNetworkManager(); QSBSceneManager.OnUniverseSceneLoaded += OnSceneLoaded; }