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https://github.com/misternebula/quantum-space-buddies.git
synced 2025-02-04 03:39:55 +00:00
rename, for fun
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@ -23,7 +23,7 @@ namespace QSB.Animation.Player.Thrusters
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newVfx.transform.localScale = new Vector3(1, 1, 1);
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// Deleted objects take 1 update to actually be deleted
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UnityEvents.FireOnNextUpdate(() => newVfx.SetActive(true));
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UnityEvents.RunNextFrame(() => newVfx.SetActive(true));
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}
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private static void ReplaceParticleSystems(GameObject root, PlayerInfo player)
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@ -38,7 +38,7 @@ namespace QSB.Player.Messages
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return;
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}
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UnityEvents.FireInNUpdates(KickPlayer, 10);
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UnityEvents.RunFramesLater(KickPlayer, 10);
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}
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private void KickPlayer()
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@ -31,7 +31,7 @@ namespace QSB.Player.Messages
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public override void OnReceiveLocal()
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{
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UnityEvents.FireInNUpdates(() =>
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UnityEvents.RunFramesLater(() =>
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{
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if (_waitingForEvent)
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{
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@ -154,7 +154,7 @@ namespace QSB.Player.TransformSync
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REMOTE_Player_Body.AddComponent<PlayerMapMarker>().PlayerName = Player.Name;
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Player._ditheringAnimator = REMOTE_Player_Body.AddComponent<DitheringAnimator>();
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// get inactive renderers too
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UnityEvents.FireOnNextUpdate(() =>
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UnityEvents.RunNextFrame(() =>
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Player._ditheringAnimator._renderers = Player._ditheringAnimator
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.GetComponentsInChildren<Renderer>(true)
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.Select(x => x.gameObject.GetAddComponent<OWRenderer>())
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@ -28,7 +28,7 @@ namespace QSB
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if (QSBCore.IsInMultiplayer && universe)
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{
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// So objects have time to be deleted, made, whatever
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UnityEvents.FireOnNextUpdate(() => QSBWorldSync.BuildWorldObjects(newScene).Forget());
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UnityEvents.RunNextFrame(() => QSBWorldSync.BuildWorldObjects(newScene).Forget());
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}
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OnSceneLoaded?.SafeInvoke(oldScene, newScene, universe);
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@ -144,7 +144,7 @@ namespace QSB.QuantumSync.WorldObjects
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private void OnDisable(Shape s) =>
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// we wait a frame here in case the shapes get disabled as we switch from 1 visibility tracker to another
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UnityEvents.FireOnNextUpdate(() =>
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UnityEvents.RunNextFrame(() =>
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{
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if (!IsEnabled)
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{
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@ -114,7 +114,7 @@ namespace QSB.RespawnSync
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public void TriggerRespawnMap()
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{
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QSBPatchManager.DoPatchType(QSBPatchTypes.RespawnTime);
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UnityEvents.FireOnNextUpdate(() => GlobalMessenger.FireEvent("TriggerObservatoryMap"));
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UnityEvents.RunNextFrame(() => GlobalMessenger.FireEvent("TriggerObservatoryMap"));
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}
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public void Respawn()
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@ -15,7 +15,7 @@ namespace QSB.Tools
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set
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{
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_toolGameObject = value;
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UnityEvents.FireInNUpdates(
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UnityEvents.RunFramesLater(
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() => DitheringAnimator = _toolGameObject.AddComponent<DitheringAnimator>(),
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5);
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}
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@ -70,7 +70,7 @@ namespace QSB.Tools.TranslatorTool
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REMOTE_NomaiTranslatorProp.transform.parent = player.CameraBody.transform;
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REMOTE_NomaiTranslatorProp.transform.localPosition = Vector3.zero;
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REMOTE_NomaiTranslatorProp.transform.localScale = TranslatorScale;
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UnityEvents.FireInNUpdates(() => REMOTE_NomaiTranslatorProp.SetActive(true), 5);
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UnityEvents.RunFramesLater(() => REMOTE_NomaiTranslatorProp.SetActive(true), 5);
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}
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}
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}
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@ -56,7 +56,7 @@ namespace QSB.TriggerSync.WorldObjects
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protected override void OnExit(PlayerInfo player)
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{
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// wait 1 frame for player to be removed
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UnityEvents.FireOnNextUpdate(() =>
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UnityEvents.RunNextFrame(() =>
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{
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if (QSBCore.IsInMultiplayer && Occupants.Count == QSBPlayerManager.PlayerList.Count)
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{
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@ -5,13 +5,13 @@ namespace QSB.Utility
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{
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public static class UnityEvents
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{
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public static UniTask FireOnNextUpdate(Action action) => UniTask.Create(async () =>
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public static UniTask RunNextFrame(Action action) => UniTask.Create(async () =>
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{
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await UniTask.NextFrame();
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action();
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});
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public static UniTask FireInNUpdates(Action action, int n) => UniTask.Create(async () =>
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public static UniTask RunFramesLater(Action action, int n) => UniTask.Create(async () =>
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{
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await UniTask.DelayFrame(n);
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action();
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@ -23,13 +23,13 @@ namespace QSB.Utility
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action();
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});
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public static UniTask FireOnNextUpdate(Func<UniTask> func) => UniTask.Create(async () =>
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public static UniTask RunNextFrame(Func<UniTask> func) => UniTask.Create(async () =>
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{
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await UniTask.NextFrame();
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await func();
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});
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public static UniTask FireInNUpdates(Func<UniTask> func, int n) => UniTask.Create(async () =>
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public static UniTask RunFramesLater(Func<UniTask> func, int n) => UniTask.Create(async () =>
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{
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await UniTask.DelayFrame(n);
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await func();
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