quantum-space-buddies/QSB/QSB.cs

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using OWML.Common;
using OWML.ModHelper;
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using OWML.ModHelper.Events;
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using QSB.ConversationSync;
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using QSB.ElevatorSync;
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using QSB.GeyserSync;
using QSB.OrbSync;
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using QSB.Patches;
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using QSB.SectorSync;
using QSB.Utility;
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using UnityEngine;
using UnityEngine.Networking;
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namespace QSB
{
public class QSB : ModBehaviour
{
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public static IModBehaviour ModBehaviour { get; private set; }
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public static IModHelper Helper { get; private set; }
public static string DefaultServerIP { get; private set; }
public static int Port { get; private set; }
public static bool DebugMode { get; private set; }
public static AssetBundle NetworkAssetBundle { get; private set; }
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public static AssetBundle InstrumentAssetBundle { get; private set; }
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public static bool HasWokenUp { get; set; }
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private void Awake()
{
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Application.runInBackground = true;
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var instance = TextTranslation.Get().GetValue<TextTranslation.TranslationTable>("m_table");
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instance.theUITable[(int)UITextType.PleaseUseController] =
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"<color=orange>Quantum Space Buddies</color> is best experienced with friends...";
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ModBehaviour = this;
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}
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private void Start()
{
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Helper = ModHelper;
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DebugLog.ToConsole($"* Start of QSB version {Helper.Manifest.Version} - authored by {Helper.Manifest.Author}", MessageType.Info);
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NetworkAssetBundle = Helper.Assets.LoadBundle("assets/network");
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InstrumentAssetBundle = Helper.Assets.LoadBundle("assets/instruments");
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QSBPatchManager.Init();
QSBPatchManager.DoPatchType(QSBPatchTypes.OnModStart);
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// Turns out these are very finicky about what order they go. QSBNetworkManager seems to
// want to go first-ish, otherwise the NetworkManager complains about the PlayerPrefab being
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// null (even though it isn't...)
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gameObject.AddComponent<QSBNetworkManager>();
gameObject.AddComponent<NetworkManagerHUD>();
gameObject.AddComponent<DebugActions>();
gameObject.AddComponent<ElevatorManager>();
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gameObject.AddComponent<GeyserManager>();
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gameObject.AddComponent<OrbManager>();
gameObject.AddComponent<QSBSectorManager>();
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gameObject.AddComponent<ConversationManager>();
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gameObject.AddComponent<QSBInputManager>();
Helper.Events.Unity.RunWhen(() => PlayerData.IsLoaded(), RebuildSettingsSave);
}
private void RebuildSettingsSave()
{
if (PlayerData.GetFreezeTimeWhileReadingConversations()
|| PlayerData.GetFreezeTimeWhileReadingTranslator()
|| PlayerData.GetFreezeTimeWhileReadingShipLog())
{
DebugLog.DebugWrite("Rebuilding SettingsSave...");
var clonedData = PlayerData.CloneSettingsData();
clonedData.freezeTimeWhileReading = false;
clonedData.freezeTimeWhileReadingConversations = false;
clonedData.freezeTimeWhileReadingShipLog = false;
PlayerData.SetSettingsData(clonedData);
}
}
public override void Configure(IModConfig config)
{
DefaultServerIP = config.GetSettingsValue<string>("defaultServerIP");
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Port = config.GetSettingsValue<int>("port");
if (QSBNetworkManager.Instance != null)
{
QSBNetworkManager.Instance.networkPort = Port;
}
DebugMode = config.GetSettingsValue<bool>("debugMode");
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}
}
}