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using Mirror;
using OWML.Common;
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using OWML.ModHelper;
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using QSB.EyeOfTheUniverse.GalaxyMap;
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using QSB.EyeOfTheUniverse.MaskSync;
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using QSB.Inputs;
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using QSB.Menus;
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using QSB.Patches;
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using QSB.Player;
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using QSB.QuantumSync;
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using QSB.RespawnSync;
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using QSB.SatelliteSync;
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using QSB.StatueSync;
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using QSB.TimeSync;
using QSB.Utility;
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using QSB.WorldSync;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.InputSystem;
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/*
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Copyright (C) 2020 - 2021
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Henry Pointer (_nebula / misternebula),
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Will Corby (JohnCorby),
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Aleksander Waage (AmazingAlek),
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Ricardo Lopes (Raicuparta)
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This program is free software: you can redistribute it and/or
modify it under the terms of the GNU Affero General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License along with this program. If not, see https://www.gnu.org/licenses/.
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*/
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namespace QSB
{
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public class QSBCore : ModBehaviour
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{
public static IModHelper Helper { get; private set; }
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public static IModUnityEvents UnityEvents => Helper.Events.Unity;
public static string DefaultServerIP;
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public static bool UseKcpTransport => DebugSettings.UseKcpTransport;
public static int OverrideAppId => DebugSettings.OverrideAppId;
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public static bool DebugMode => DebugSettings.DebugMode;
public static bool ShowLinesInDebug => DebugMode && DebugSettings.DrawLines;
public static bool ShowQuantumVisibilityObjects => DebugMode && DebugSettings.ShowQuantumVisibilityObjects;
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public static bool ShowDebugLabels => DebugMode && DebugSettings.ShowDebugLabels;
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public static bool AvoidTimeSync => DebugMode && DebugSettings.AvoidTimeSync;
public static bool SkipTitleScreen => DebugMode && DebugSettings.SkipTitleScreen;
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public static bool GreySkybox => DebugMode && DebugSettings.GreySkybox;
public static AssetBundle NetworkAssetBundle { get; internal set; }
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public static AssetBundle InstrumentAssetBundle { get; private set; }
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public static AssetBundle ConversationAssetBundle { get; private set; }
public static AssetBundle DebugAssetBundle { get; private set; }
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public static AssetBundle TextAssetsBundle { get; private set; }
public static bool IsHost => NetworkServer.active;
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public static bool IsInMultiplayer => QSBNetworkManager.singleton.isNetworkActive;
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public static string QSBVersion => Helper.Manifest.Version;
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public static string GameVersion => Application.version;
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public static GamePlatform Platform { get; private set; }
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public static bool DLCInstalled => EntitlementsManager.IsDlcOwned() == EntitlementsManager.AsyncOwnershipStatus.Owned;
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public static IMenuAPI MenuApi { get; private set; }
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private static DebugSettings DebugSettings { get; set; } = new();
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public void Awake()
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{
var instance = TextTranslation.Get().m_table;
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instance.theUITable[(int)UITextType.PleaseUseController] =
"<color=orange>Quantum Space Buddies</color> is best experienced with friends...";
}
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public void Start()
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{
Helper = ModHelper;
DebugLog.ToConsole($"* Start of QSB version {QSBVersion} - authored by {Helper.Manifest.Author}", MessageType.Info);
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switch (EntitlementsManager.instance._entitlementRetriever.GetType().Name)
{
case "EpicEntitlementRetriever":
Platform = GamePlatform.Epic;
break;
case "SteamEntitlementRetriever":
Platform = GamePlatform.Steam;
break;
case "MSStoreEntitlementRetriever":
Platform = GamePlatform.Xbox;
break;
case var other:
DebugLog.ToConsole($"Cannot get game platform (entitlement retriever name = {other})\nTell a QSB Dev!", MessageType.Error);
enabled = false;
return;
}
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MenuApi = ModHelper.Interaction.GetModApi<IMenuAPI>("_nebula.MenuFramework");
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NetworkAssetBundle = Helper.Assets.LoadBundle("AssetBundles/network");
InstrumentAssetBundle = Helper.Assets.LoadBundle("AssetBundles/instruments");
ConversationAssetBundle = Helper.Assets.LoadBundle("AssetBundles/conversation");
DebugAssetBundle = Helper.Assets.LoadBundle("AssetBundles/debug");
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TextAssetsBundle = Helper.Assets.LoadBundle("AssetBundles/textassets");
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DebugSettings = Helper.Storage.Load<DebugSettings>("debugsettings.json");
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if (DebugSettings == null)
{
DebugSettings = new DebugSettings();
}
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QSBPatchManager.Init();
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gameObject.AddComponent<QSBNetworkManager>();
gameObject.AddComponent<DebugActions>();
gameObject.AddComponent<QSBInputManager>();
gameObject.AddComponent<TimeSyncUI>();
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gameObject.AddComponent<PlayerEntanglementWatcher>();
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gameObject.AddComponent<DebugGUI>();
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gameObject.AddComponent<MenuManager>();
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gameObject.AddComponent<RespawnManager>();
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gameObject.AddComponent<SatelliteProjectorManager>();
gameObject.AddComponent<StatueManager>();
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gameObject.AddComponent<GalaxyMapManager>();
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gameObject.AddComponent<DebugCameraSettings>();
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gameObject.AddComponent<MaskManager>();
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// WorldObject managers
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QSBWorldSync.Managers = typeof(WorldObjectManager).GetDerivedTypes()
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.Select(x => (WorldObjectManager)gameObject.AddComponent(x))
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.ToArray();
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QSBPatchManager.OnPatchType += OnPatchType;
QSBPatchManager.OnUnpatchType += OnUnpatchType;
}
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private void OnPatchType(QSBPatchTypes type)
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{
if (type == QSBPatchTypes.OnClientConnect)
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{
Application.runInBackground = true;
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}
}
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private void OnUnpatchType(QSBPatchTypes type)
{
if (type == QSBPatchTypes.OnClientConnect)
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{
Application.runInBackground = false;
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}
}
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public override void Configure(IModConfig config)
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{
DefaultServerIP = config.GetSettingsValue<string>("defaultServerIP");
}
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private void Update()
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{
if (Keyboard.current[Key.Q].isPressed && Keyboard.current[Key.D].wasPressedThisFrame)
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{
DebugSettings.DebugMode = !DebugSettings.DebugMode;
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GetComponent<DebugActions>().enabled = DebugMode;
GetComponent<DebugGUI>().enabled = DebugMode;
QuantumManager.UpdateFromDebugSetting();
DebugCameraSettings.UpdateFromDebugSetting();
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DebugLog.ToConsole($"DEBUG MODE = {DebugMode}");
}
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}
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}
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}
/*
* _nebula's music thanks
* I listen to music constantly while programming/working - here's my thanks to them for keeping me entertained :P
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*
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* Wintergatan
* HOME
* C418
* Lupus Nocte
* Max Cooper
* Darren Korb
* Harry Callaghan
* Toby Fox
* Andrew Prahlow
* Valve (Mike Morasky, Kelly Bailey)
* Joel Nielsen
* Vulfpeck
* Detektivbyrån
* Ben Prunty
* ConcernedApe
* Jake Chudnow
* Murray Gold
* Teleskärm
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* Daft Punk
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* Natalie Holt
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* WMD
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*/