quantum-space-buddies/QSB/QSBCore.cs

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using OWML.Common;
using OWML.ModHelper;
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using OWML.ModHelper.Input;
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using OWML.Utils;
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using QSB.Animation.NPC;
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using QSB.CampfireSync;
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using QSB.ConversationSync;
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using QSB.DeathSync;
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using QSB.ElevatorSync;
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using QSB.GeyserSync;
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using QSB.Inputs;
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using QSB.ItemSync;
using QSB.OrbSync;
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using QSB.Patches;
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using QSB.Player;
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using QSB.Player.TransformSync;
using QSB.PoolSync;
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using QSB.QuantumSync;
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using QSB.SectorSync;
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using QSB.ShipSync;
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using QSB.StatueSync;
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using QSB.TimeSync;
using QSB.TranslationSync;
using QSB.Utility;
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using QSB.WorldSync;
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using QuantumUNET;
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using QuantumUNET.Components;
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using UnityEngine;
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/*
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Copyright (C) 2020 - 2021
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Henry Pointer (_nebula / misternebula),
Aleksander Waage (AmazingAlek),
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;
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public static string DefaultServerIP { get; private set; }
public static int Port { get; private set; }
public static bool DebugMode { get; private set; }
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public static bool ShowLinesInDebug { get; private set; }
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public static AssetBundle NetworkAssetBundle { get; private set; }
public static AssetBundle InstrumentAssetBundle { get; private set; }
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public static AssetBundle ConversationAssetBundle { get; private set; }
public static bool WorldObjectsReady => WorldObjectManager.AllReady && IsInMultiplayer && PlayerTransformSync.LocalInstance != null;
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public static bool IsServer => QNetworkServer.active;
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public static bool IsInMultiplayer => QNetworkManager.singleton.isNetworkActive;
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public static string QSBVersion => Helper.Manifest.Version;
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public void Awake()
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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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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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NetworkAssetBundle = Helper.Assets.LoadBundle("assets/network");
InstrumentAssetBundle = Helper.Assets.LoadBundle("assets/instruments");
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ConversationAssetBundle = Helper.Assets.LoadBundle("assets/conversation");
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QSBPatchManager.Init();
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gameObject.AddComponent<QSBNetworkManager>();
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gameObject.AddComponent<QNetworkManagerHUD>();
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gameObject.AddComponent<DebugActions>();
gameObject.AddComponent<ConversationManager>();
gameObject.AddComponent<QSBInputManager>();
gameObject.AddComponent<TimeSyncUI>();
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gameObject.AddComponent<RepeatingManager>();
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gameObject.AddComponent<PlayerEntanglementWatcher>();
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gameObject.AddComponent<DebugGUI>();
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gameObject.AddComponent<RespawnManager>();
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// WorldObject managers
gameObject.AddComponent<QuantumManager>();
gameObject.AddComponent<SpiralManager>();
gameObject.AddComponent<ElevatorManager>();
gameObject.AddComponent<GeyserManager>();
gameObject.AddComponent<OrbManager>();
gameObject.AddComponent<QSBSectorManager>();
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gameObject.AddComponent<ItemManager>();
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gameObject.AddComponent<StatueManager>();
gameObject.AddComponent<PoolManager>();
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gameObject.AddComponent<CampfireManager>();
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gameObject.AddComponent<CharacterAnimManager>();
gameObject.AddComponent<ShipManager>();
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DebugBoxManager.Init();
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Helper.HarmonyHelper.EmptyMethod<ModCommandListener>("Update");
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// Stop players being able to pause
Helper.HarmonyHelper.EmptyMethod(typeof(OWTime).GetMethod("Pause"));
QSBPatchManager.OnPatchType += OnPatchType;
QSBPatchManager.OnUnpatchType += OnUnpatchType;
}
private void OnPatchType(QSBPatchTypes type)
{
if (type == QSBPatchTypes.OnClientConnect)
{
Application.runInBackground = true;
}
}
private void OnUnpatchType(QSBPatchTypes type)
{
if (type == QSBPatchTypes.OnClientConnect)
{
Application.runInBackground = false;
}
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}
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public void Update() =>
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QNetworkIdentity.UNetStaticUpdate();
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public override void Configure(IModConfig config)
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{
DefaultServerIP = config.GetSettingsValue<string>("defaultServerIP");
Port = config.GetSettingsValue<int>("port");
if (QSBNetworkManager.Instance != null)
{
QSBNetworkManager.Instance.networkPort = Port;
}
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DebugMode = config.GetSettingsValue<bool>("debugMode");
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ShowLinesInDebug = config.GetSettingsValue<bool>("showLinesInDebug");
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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
*
* 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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*/