quantum-space-buddies/QSB/QSB.cs
AmazingAlek 4300d777fe
dc cleanup2 (#190)
* cleanup
* fixed dc bug
2020-08-20 21:07:40 +02:00

52 lines
1.7 KiB
C#

using OWML.Common;
using OWML.ModHelper;
using QSB.ElevatorSync;
using QSB.GeyserSync;
using QSB.Tools;
using QSB.TransformSync;
using QSB.Utility;
using UnityEngine;
using UnityEngine.Networking;
namespace QSB
{
public class QSB : ModBehaviour
{
public static IModHelper Helper;
public static string DefaultServerIP;
public static bool DebugMode;
public static AssetBundle NetworkAssetBundle;
private void Awake()
{
Application.runInBackground = true;
}
private void Start()
{
Helper = ModHelper;
DebugLog.ToConsole($"* Start of QSB version {Helper.Manifest.Version} - authored by {Helper.Manifest.Author}", MessageType.Info);
NetworkAssetBundle = Helper.Assets.LoadBundle("assets/network");
DebugLog.LogState("NetworkBundle", NetworkAssetBundle);
ProbePatches.DoPatches();
// Turns out these are very finicky about what order they go. QSBNetworkManager seems to
// want to go first-ish, otherwise the NetworkManager complains about the PlayerPrefab being
// null (even though it isnt...)
gameObject.AddComponent<QSBNetworkManager>();
gameObject.AddComponent<NetworkManagerHUD>();
gameObject.AddComponent<DebugActions>();
gameObject.AddComponent<ElevatorManager>();
gameObject.AddComponent<GeyserManager>();
gameObject.AddComponent<QSBSectorManager>();
}
public override void Configure(IModConfig config)
{
DefaultServerIP = config.GetSettingsValue<string>("defaultServerIP");
DebugMode = config.GetSettingsValue<bool>("debugMode");
}
}
}