using OWML.Common; using OWML.ModHelper; using OWML.ModHelper.Input; using OWML.Utils; using QSB.Animation.NPC; using QSB.CampfireSync; using QSB.ConversationSync; using QSB.DeathSync; using QSB.ElevatorSync; using QSB.GeyserSync; using QSB.Inputs; using QSB.ItemSync; using QSB.OrbSync; using QSB.Patches; using QSB.Player; using QSB.Player.TransformSync; using QSB.PoolSync; using QSB.QuantumSync; using QSB.SectorSync; using QSB.ShipSync; using QSB.StatueSync; using QSB.TimeSync; using QSB.TranslationSync; using QSB.Utility; using QSB.WorldSync; using QuantumUNET; using QuantumUNET.Components; using UnityEngine; /* Copyright (C) 2020 - 2021 Henry Pointer (_nebula / misternebula), Aleksander Waage (AmazingAlek), Ricardo Lopes (Raicuparta) 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/. */ namespace QSB { public class QSBCore : ModBehaviour { public static IModHelper Helper { get; private set; } public static IModUnityEvents UnityEvents => Helper.Events.Unity; public static string DefaultServerIP { get; private set; } public static int Port { get; private set; } public static bool DebugMode { get; private set; } public static bool ShowLinesInDebug { get; private set; } public static AssetBundle NetworkAssetBundle { get; private set; } public static AssetBundle InstrumentAssetBundle { get; private set; } public static AssetBundle ConversationAssetBundle { get; private set; } public static bool WorldObjectsReady => WorldObjectManager.AllReady && IsInMultiplayer && PlayerTransformSync.LocalInstance != null; public static bool IsServer => QNetworkServer.active; public static bool IsInMultiplayer => QNetworkManager.singleton.isNetworkActive; public static string QSBVersion => Helper.Manifest.Version; public void Awake() { Application.runInBackground = true; var instance = TextTranslation.Get().GetValue("m_table"); instance.theUITable[(int)UITextType.PleaseUseController] = "Quantum Space Buddies is best experienced with friends..."; } public void Start() { Helper = ModHelper; DebugLog.ToConsole($"* Start of QSB version {QSBVersion} - authored by {Helper.Manifest.Author}", MessageType.Info); NetworkAssetBundle = Helper.Assets.LoadBundle("assets/network"); InstrumentAssetBundle = Helper.Assets.LoadBundle("assets/instruments"); ConversationAssetBundle = Helper.Assets.LoadBundle("assets/conversation"); QSBPatchManager.Init(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); // WorldObject managers gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); DebugBoxManager.Init(); Helper.HarmonyHelper.EmptyMethod("Update"); // Stop players being able to pause Helper.HarmonyHelper.EmptyMethod(typeof(OWTime).GetMethod("Pause")); } public void Update() => QNetworkIdentity.UNetStaticUpdate(); public override void Configure(IModConfig config) { DefaultServerIP = config.GetSettingsValue("defaultServerIP"); Port = config.GetSettingsValue("port"); if (QSBNetworkManager.Instance != null) { QSBNetworkManager.Instance.networkPort = Port; } DebugMode = config.GetSettingsValue("debugMode"); ShowLinesInDebug = config.GetSettingsValue("showLinesInDebug"); } } } /* * _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 * Daft Punk */