Mister_Nebula 460a974ee2 cleanup
2021-08-09 11:49:58 +01:00

81 lines
2.6 KiB
C#

using QSB.Events;
using QSB.Patches;
using QSB.Player;
using QSB.Tools.ProbeLauncherTool.WorldObjects;
using QSB.WorldSync;
using UnityEngine;
namespace QSB.Tools.ProbeLauncherTool.Patches
{
internal class LauncherPatches : QSBPatch
{
public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
public override void DoPatches()
{
Prefix(nameof(ProbeLauncher_RetrieveProbe));
Postfix(nameof(ProbeLauncherEffects_PlayRetrievalClip));
Postfix(nameof(ProbeLauncherEffects_PlayLaunchClip));
}
public static bool ProbeLauncher_RetrieveProbe(
ProbeLauncher __instance,
bool playEffects,
bool forcedRetrieval,
ref bool ____isRetrieving,
SurveyorProbe ____activeProbe,
NotificationTarget ____notificationFilter,
GameObject ____preLaunchProbeProxy,
ProbeLauncherEffects ____effects,
SingularityWarpEffect ____probeRetrievalEffect,
float ____probeRetrievalLength)
{
if (____isRetrieving)
{
return false;
}
if (____activeProbe != null)
{
if (____activeProbe.IsLaunched() && TimelineObliterationController.IsParadoxProbeActive() && !forcedRetrieval)
{
var data = new NotificationData(____notificationFilter, UITextLibrary.GetString(UITextType.NotificationMultProbe), 3f, true);
NotificationManager.SharedInstance.PostNotification(data, false);
Locator.GetPlayerAudioController().PlayNegativeUISound();
return false;
}
____activeProbe.GetRotatingCamera().ResetRotation();
____preLaunchProbeProxy.SetActive(true);
if (playEffects)
{
____effects.PlayRetrievalClip();
____probeRetrievalEffect.WarpObjectIn(____probeRetrievalLength);
}
if (__instance != QSBPlayerManager.LocalPlayer.LocalProbeLauncher)
{
QSBEventManager.FireEvent(EventNames.QSBRetrieveProbe, QSBWorldSync.GetWorldFromUnity<QSBProbeLauncher, ProbeLauncher>(__instance), playEffects);
}
else
{
QSBEventManager.FireEvent(EventNames.QSBPlayerRetrieveProbe, playEffects);
}
____activeProbe.Retrieve(____probeRetrievalLength);
____isRetrieving = true;
}
return false;
}
// TODO : ehhhh idk about this. maybe copy each sound source so we have a 2d version (for local) and a 3d version (for remote)?
// this would probably be a whole qsb version on it's own
public static void ProbeLauncherEffects_PlayRetrievalClip(OWAudioSource ____owAudioSource) => ____owAudioSource.GetAudioSource().spatialBlend = 1f;
public static void ProbeLauncherEffects_PlayLaunchClip(OWAudioSource ____owAudioSource) => ____owAudioSource.GetAudioSource().spatialBlend = 1f;
}
}