rename, for fun

This commit is contained in:
JohnCorby 2022-01-29 01:25:40 -08:00
parent e42aec8bae
commit 7c3de18d41
11 changed files with 14 additions and 14 deletions

View File

@ -23,7 +23,7 @@ namespace QSB.Animation.Player.Thrusters
newVfx.transform.localScale = new Vector3(1, 1, 1);
// Deleted objects take 1 update to actually be deleted
UnityEvents.FireOnNextUpdate(() => newVfx.SetActive(true));
UnityEvents.RunNextFrame(() => newVfx.SetActive(true));
}
private static void ReplaceParticleSystems(GameObject root, PlayerInfo player)

View File

@ -38,7 +38,7 @@ namespace QSB.Player.Messages
return;
}
UnityEvents.FireInNUpdates(KickPlayer, 10);
UnityEvents.RunFramesLater(KickPlayer, 10);
}
private void KickPlayer()

View File

@ -31,7 +31,7 @@ namespace QSB.Player.Messages
public override void OnReceiveLocal()
{
UnityEvents.FireInNUpdates(() =>
UnityEvents.RunFramesLater(() =>
{
if (_waitingForEvent)
{

View File

@ -154,7 +154,7 @@ namespace QSB.Player.TransformSync
REMOTE_Player_Body.AddComponent<PlayerMapMarker>().PlayerName = Player.Name;
Player._ditheringAnimator = REMOTE_Player_Body.AddComponent<DitheringAnimator>();
// get inactive renderers too
UnityEvents.FireOnNextUpdate(() =>
UnityEvents.RunNextFrame(() =>
Player._ditheringAnimator._renderers = Player._ditheringAnimator
.GetComponentsInChildren<Renderer>(true)
.Select(x => x.gameObject.GetAddComponent<OWRenderer>())

View File

@ -28,7 +28,7 @@ namespace QSB
if (QSBCore.IsInMultiplayer && universe)
{
// So objects have time to be deleted, made, whatever
UnityEvents.FireOnNextUpdate(() => QSBWorldSync.BuildWorldObjects(newScene).Forget());
UnityEvents.RunNextFrame(() => QSBWorldSync.BuildWorldObjects(newScene).Forget());
}
OnSceneLoaded?.SafeInvoke(oldScene, newScene, universe);

View File

@ -144,7 +144,7 @@ namespace QSB.QuantumSync.WorldObjects
private void OnDisable(Shape s) =>
// we wait a frame here in case the shapes get disabled as we switch from 1 visibility tracker to another
UnityEvents.FireOnNextUpdate(() =>
UnityEvents.RunNextFrame(() =>
{
if (!IsEnabled)
{

View File

@ -114,7 +114,7 @@ namespace QSB.RespawnSync
public void TriggerRespawnMap()
{
QSBPatchManager.DoPatchType(QSBPatchTypes.RespawnTime);
UnityEvents.FireOnNextUpdate(() => GlobalMessenger.FireEvent("TriggerObservatoryMap"));
UnityEvents.RunNextFrame(() => GlobalMessenger.FireEvent("TriggerObservatoryMap"));
}
public void Respawn()

View File

@ -15,7 +15,7 @@ namespace QSB.Tools
set
{
_toolGameObject = value;
UnityEvents.FireInNUpdates(
UnityEvents.RunFramesLater(
() => DitheringAnimator = _toolGameObject.AddComponent<DitheringAnimator>(),
5);
}

View File

@ -70,7 +70,7 @@ namespace QSB.Tools.TranslatorTool
REMOTE_NomaiTranslatorProp.transform.parent = player.CameraBody.transform;
REMOTE_NomaiTranslatorProp.transform.localPosition = Vector3.zero;
REMOTE_NomaiTranslatorProp.transform.localScale = TranslatorScale;
UnityEvents.FireInNUpdates(() => REMOTE_NomaiTranslatorProp.SetActive(true), 5);
UnityEvents.RunFramesLater(() => REMOTE_NomaiTranslatorProp.SetActive(true), 5);
}
}
}

View File

@ -56,7 +56,7 @@ namespace QSB.TriggerSync.WorldObjects
protected override void OnExit(PlayerInfo player)
{
// wait 1 frame for player to be removed
UnityEvents.FireOnNextUpdate(() =>
UnityEvents.RunNextFrame(() =>
{
if (QSBCore.IsInMultiplayer && Occupants.Count == QSBPlayerManager.PlayerList.Count)
{

View File

@ -5,13 +5,13 @@ namespace QSB.Utility
{
public static class UnityEvents
{
public static UniTask FireOnNextUpdate(Action action) => UniTask.Create(async () =>
public static UniTask RunNextFrame(Action action) => UniTask.Create(async () =>
{
await UniTask.NextFrame();
action();
});
public static UniTask FireInNUpdates(Action action, int n) => UniTask.Create(async () =>
public static UniTask RunFramesLater(Action action, int n) => UniTask.Create(async () =>
{
await UniTask.DelayFrame(n);
action();
@ -23,13 +23,13 @@ namespace QSB.Utility
action();
});
public static UniTask FireOnNextUpdate(Func<UniTask> func) => UniTask.Create(async () =>
public static UniTask RunNextFrame(Func<UniTask> func) => UniTask.Create(async () =>
{
await UniTask.NextFrame();
await func();
});
public static UniTask FireInNUpdates(Func<UniTask> func, int n) => UniTask.Create(async () =>
public static UniTask RunFramesLater(Func<UniTask> func, int n) => UniTask.Create(async () =>
{
await UniTask.DelayFrame(n);
await func();