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35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using QSB.Events;
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using QSB.Patches;
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using QSB.Utility;
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using UnityEngine;
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namespace QSB.StatueSync.Patches
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{
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internal class StatuePatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
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public override void DoPatches()
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=> QSBCore.Helper.HarmonyHelper.AddPrefix<MemoryUplinkTrigger>("Update", typeof(StatuePatches), nameof(Statue_Update));
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public override void DoUnpatches()
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=> QSBCore.Helper.HarmonyHelper.Unpatch<MemoryUplinkTrigger>("BeginUplinkSequence");
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public static bool Statue_Update(bool ____waitForPlayerGrounded)
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{
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if (!____waitForPlayerGrounded || !Locator.GetPlayerController().IsGrounded())
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{
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return true;
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}
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var playerBody = Locator.GetPlayerBody().transform;
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var timberHearth = Locator.GetAstroObject(AstroObject.Name.TimberHearth).transform;
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QSBEventManager.FireEvent(
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EventNames.QSBStartStatue,
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timberHearth.InverseTransformPoint(playerBody.position),
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Quaternion.Inverse(timberHearth.rotation) * playerBody.rotation,
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Locator.GetPlayerCamera().GetComponent<PlayerCameraController>().GetDegreesY());
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return true;
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}
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}
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}
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