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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.QuantumUNET;
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using QSB.SectorSync;
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using QSB.TimeSync;
using QSB.Utility;
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using UnityEngine;
using UnityEngine.Networking;
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namespace QSB
{
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public class QSB : ModBehaviour
{
public static IModBehaviour ModBehaviour { get; private set; }
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; }
public static AssetBundle InstrumentAssetBundle { get; private set; }
public static bool HasWokenUp { get; set; }
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private void Awake()
{
Application.runInBackground = true;
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var instance = TextTranslation.Get().GetValue<TextTranslation.TranslationTable>("m_table");
instance.theUITable[(int)UITextType.PleaseUseController] =
"<color=orange>Quantum Space Buddies</color> is best experienced with friends...";
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ModBehaviour = this;
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LogFilter.currentLogLevel = LogFilter.Debug;
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// Application.logMessageReceived += Application_logMessageReceived;
}
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private void Application_logMessageReceived(string condition, string stackTrace, LogType type)
{
switch (type)
{
case LogType.Assert:
DebugLog.DebugWrite($"Assert - {condition}", MessageType.Message);
break;
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case LogType.Log:
DebugLog.DebugWrite($"Log - {condition}", MessageType.Message);
break;
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case LogType.Warning:
DebugLog.DebugWrite($"Warning - {condition}", MessageType.Warning);
break;
}
}
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private void Start()
{
Helper = ModHelper;
DebugLog.ToConsole($"* Start of QSB version {Helper.Manifest.Version} - authored by {Helper.Manifest.Author}", MessageType.Info);
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NetworkAssetBundle = Helper.Assets.LoadBundle("assets/network");
InstrumentAssetBundle = Helper.Assets.LoadBundle("assets/instruments");
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QSBPatchManager.Init();
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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...)
gameObject.AddComponent<QSBNetworkManager>();
gameObject.AddComponent<QSBNetworkManagerHUD>();
gameObject.AddComponent<DebugActions>();
gameObject.AddComponent<ElevatorManager>();
gameObject.AddComponent<GeyserManager>();
gameObject.AddComponent<OrbManager>();
gameObject.AddComponent<QSBSectorManager>();
gameObject.AddComponent<ConversationManager>();
gameObject.AddComponent<QSBInputManager>();
gameObject.AddComponent<TimeSyncUI>();
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// Stop players being able to pause
Helper.HarmonyHelper.EmptyMethod(typeof(OWTime).GetMethod("Pause"));
}
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private void Update()
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{
QSBNetworkIdentity.UNetStaticUpdate();
}
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public override void Configure(IModConfig config)
{
DefaultServerIP = config.GetSettingsValue<string>("defaultServerIP");
Port = config.GetSettingsValue<int>("port");
if (QSBNetworkManager.Instance != null)
{
QSBNetworkManager.Instance.networkPort = Port;
}
DebugMode = config.GetSettingsValue<bool>("debugMode");
}
}
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}