Remove Unity zone facade from renderer pickups

This commit is contained in:
Meta Vens 2026-06-21 18:10:37 +01:00
commit 3dee07ddcd
5 changed files with 8 additions and 14 deletions

View file

@ -2098,7 +2098,7 @@ public class ActionGameManager : MonoBehaviour
Zone.Log = s => Debug.Log($"Zone: {s}");
ZoneRenderer.LoadDaemonZoneView(Zone, _observedEntityFacadesByDaemonIndex, daemonZone, daemonRun);
ZoneRenderer.LoadDaemonZoneView(_observedEntityFacadesByDaemonIndex, daemonZone, daemonRun);
if (CurrentEntity != null)
{

View file

@ -13,7 +13,6 @@ public class GridObject : MonoBehaviour
private float _timeOffset;
public Zone Zone { get; set; }
public Vector3 Velocity { get; set; }
private void Start()

View file

@ -24,6 +24,5 @@ public class MineManager : InstantWeaponEffectManager
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.DamageType = weapon.DamageType;
p.GridObject.Zone = source.Entity.Zone;
}
}

View file

@ -105,7 +105,6 @@ public class ZoneRenderer : MonoBehaviour
public Dictionary<int, (GameObject gravity, CompassIcon icon)> WormholeInstances = new Dictionary<int, (GameObject, CompassIcon)>();
private List<ItemPickup> _loot = new List<ItemPickup>();
private Zone _legacyLootFacadeZone;
public IReadOnlyDictionary<int, EntityInstance> DaemonEntityInstances => _entityInstancesByDaemonIndex;
public IReadOnlyList<ItemPickup> ActiveLoot => _loot;
public ItemManager ItemManager { get; set; }
@ -215,13 +214,11 @@ public class ZoneRenderer : MonoBehaviour
}
public void LoadDaemonZoneView(
Zone legacyLootFacadeZone,
IReadOnlyDictionary<int, Entity> observedEntityFacadesByDaemonIndex,
AetheriaRuntimeZoneSnapshotCommit daemonZone = null,
AetheriaRuntimeRunCheckpointCommit daemonRun = null)
{
ClearZone();
_legacyLootFacadeZone = legacyLootFacadeZone;
ApplyDaemonFrame(daemonZone, daemonRun);
RefreshDaemonBodyPoses();
RefreshDaemonAsteroidBeltPoses();
@ -763,7 +760,6 @@ public class ZoneRenderer : MonoBehaviour
};
var t = gridObject.transform;
t.parent = ZoneRoot;
gridObject.Zone = _legacyLootFacadeZone;
t.position = position;
gridObject.Velocity = velocity;
var itemPickup = gridObject.gameObject.GetComponent<ItemPickup>();