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Merge pull request #651 from MoonstoneStudios/black-hole-forge-move-p…
…layers Move players with black hole forge
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using HarmonyLib; | ||
using QSB.Patches; | ||
using QSB.Utility; | ||
using UnityEngine; | ||
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namespace QSB.ElevatorSync.Patches; | ||
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[HarmonyPatch] | ||
public class NomaiElevatorPatches : QSBPatch | ||
{ | ||
public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect; | ||
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private static NomaiElevator blackHoleForge; | ||
private static OWTriggerVolume blackHoleForgeTrigger; | ||
private static NomaiElevator blackHoleForgeEntrance; | ||
private static OWTriggerVolume blackHoleForgeEntranceTrigger; | ||
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private static bool runOnce; | ||
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[HarmonyPostfix] | ||
[HarmonyPatch(typeof(NomaiElevator), nameof(NomaiElevator.FixedUpdate))] | ||
public static void NomaiElevator_FixedUpdate(NomaiElevator __instance) | ||
{ | ||
// The forge will handle everything. | ||
if (__instance.name == "BlackHoleForge_EntrancePivot") return; | ||
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if (!blackHoleForge || !blackHoleForgeTrigger) | ||
{ | ||
blackHoleForge = GameObject.Find("BlackHoleForgePivot").GetComponent<NomaiElevator>(); | ||
// Use a built-in trigger. | ||
blackHoleForgeTrigger = GameObject.Find("BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/" + | ||
"Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_BlackHoleForge/BlackHoleForgePivot/" + | ||
"Volumes_BlackHoleForge/DirectionalForceVolume") | ||
.GetComponent<OWTriggerVolume>(); | ||
} | ||
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if (!blackHoleForgeEntrance || !blackHoleForgeEntranceTrigger) | ||
{ | ||
blackHoleForgeEntrance = GameObject.Find("BlackHoleForge_EntrancePivot").GetComponent<NomaiElevator>(); | ||
blackHoleForgeEntranceTrigger = GameObject.Find("FakeSector_BlackHoleForge_EntrancePivot") | ||
.GetComponent<OWTriggerVolume>(); | ||
} | ||
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var speed = blackHoleForge._speed; | ||
var player = Locator.GetPlayerDetector(); | ||
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var isInForge = blackHoleForgeTrigger.IsTrackingObject(player); | ||
var isInEntrance = blackHoleForgeEntranceTrigger.IsTrackingObject(player); | ||
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if (isInEntrance) | ||
{ | ||
// Speed is added to make sure the player moves with the forge AND the entrance. | ||
speed += blackHoleForgeEntrance._speed; | ||
} | ||
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if (isInEntrance || isInForge) | ||
{ | ||
// Players do not move with the forge in the game, | ||
// so they remain in place while the forge slides past them. | ||
// This makes sure they move with the forge. | ||
var newPos = Locator.GetPlayerTransform().position + new Vector3(0f, speed * Time.deltaTime, 0f); | ||
Locator.GetPlayerTransform().position = newPos; | ||
} | ||
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if (!runOnce) | ||
{ | ||
// Recenter the universe because the player has been manually moved. | ||
runOnce = true; | ||
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Delay.RunWhen(() => !__instance.enabled, () => | ||
{ | ||
runOnce = false; | ||
CenterOfTheUniverse.s_instance.OnPlayerRepositioned(); | ||
}); | ||
} | ||
} | ||
} |
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