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Move players with black hole forge
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QSB/ElevatorSync/Patches/NomaiElevatorPatches.cs
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77
QSB/ElevatorSync/Patches/NomaiElevatorPatches.cs
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using HarmonyLib;
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using QSB.Patches;
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using UnityEngine;
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namespace QSB.ElevatorSync.Patches;
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[HarmonyPatch]
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public class NomaiElevatorPatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
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private static NomaiElevator blackHoleForge;
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private static OWTriggerVolume blackHoleForgeTrigger;
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private static NomaiElevator blackHoleForgeEntrance;
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private static OWTriggerVolume blackHoleForgeEntranceTrigger;
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[HarmonyPostfix]
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[HarmonyPatch(typeof(NomaiElevator), nameof(NomaiElevator.FixedUpdate))]
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public static void NomaiElevator_FixedUpdate(NomaiElevator __instance)
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{
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// The forge will handle everything.
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if (__instance.name == "BlackHoleForge_EntrancePivot") return;
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if (!blackHoleForge || !blackHoleForgeTrigger)
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{
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blackHoleForge = GameObject.Find("BlackHoleForgePivot").GetComponent<NomaiElevator>();
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// Use a built-in trigger.
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blackHoleForgeTrigger = GameObject.Find("BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/" +
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"Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_BlackHoleForge/BlackHoleForgePivot/" +
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"Volumes_BlackHoleForge/DirectionalForceVolume")
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.GetComponent<OWTriggerVolume>();
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}
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if (!blackHoleForgeEntrance || !blackHoleForgeEntranceTrigger)
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{
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blackHoleForgeEntrance = GameObject.Find("BlackHoleForge_EntrancePivot").GetComponent<NomaiElevator>();
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// Use a built-in trigger and alter it.
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var baseTrigger = GameObject.Find("BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/" +
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"Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_BlackHoleForge/" +
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"BlackHoleForgePivot/Interactables_BlackHoleForge/BlackHoleForge_EntrancePivot/" +
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"Geometry_BlackHoleForge_Entrance/GravityVolume (20)");
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var newTrigger = Object.Instantiate(baseTrigger, baseTrigger.transform.parent);
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blackHoleForgeEntranceTrigger = newTrigger.GetComponent<OWTriggerVolume>();
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// Make a new box and move it so that the entrance trigger is aligned with the entrance better.
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// This prevents the player from moving with the entrance when they aren't in it
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// because the base shape is too far up.
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var box = (BoxShape)blackHoleForgeEntranceTrigger._shape;
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// The shape is rotated so we dont use Y.
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box.center = new Vector3(-1.85f, 0f, 0f);
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box.enabled = true;
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}
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var speed = blackHoleForge._speed;
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var player = Locator.GetPlayerDetector();
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var isInForge = blackHoleForgeTrigger.IsTrackingObject(player);
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var isInEntrance = blackHoleForgeEntranceTrigger.IsTrackingObject(player);
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if (isInEntrance)
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{
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// Speed is added to make sure the player moves with the forge AND the entrance.
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speed += blackHoleForgeEntrance._speed;
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}
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if (isInEntrance || isInForge)
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{
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// Players do not move with the forge in the game,
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// so they remain in place while the forge slides past them.
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// This makes sure they move with the forge.
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var newPos = Locator.GetPlayerTransform().position + new Vector3(0f, speed * Time.deltaTime, 0f);
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Locator.GetPlayerTransform().position = newPos;
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}
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}
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}
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