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C#
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2021-02-28 14:43:05 +00:00
using QSB.Events;
using QSB.Patches;
using QSB.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace QSB.StatueSync.Patches
{
class StatuePatches : QSBPatch
{
public override QSBPatchTypes Type => QSBPatchTypes.OnServerClientConnect;
public override void DoPatches()
=> QSBCore.Helper.HarmonyHelper.AddPrefix<MemoryUplinkTrigger>("Update", typeof(StatuePatches), nameof(Statue_Update));
public override void DoUnpatches()
=> QSBCore.Helper.HarmonyHelper.Unpatch<MemoryUplinkTrigger>("BeginUplinkSequence");
public static bool Statue_Update(bool ____waitForPlayerGrounded)
{
if (!____waitForPlayerGrounded || !Locator.GetPlayerController().IsGrounded())
{
return true;
}
DebugLog.DebugWrite("statue_beginuplinksequence");
var playerBody = Locator.GetPlayerBody().transform;
var timberHearth = Locator.GetAstroObject(AstroObject.Name.TimberHearth).transform;
QSBEventManager.FireEvent(
EventNames.QSBStartStatue,
timberHearth.InverseTransformPoint(playerBody.position),
Quaternion.Inverse(timberHearth.rotation) * playerBody.rotation,
Locator.GetPlayerCamera().GetComponent<PlayerCameraController>().GetDegreesY());
return true;
}
}
}