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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Fixes spawn death, messes up rigidbodies sometimes
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@ -65,6 +65,7 @@ namespace NewHorizons
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public bool IsWarpingFromShip { get; private set; } = false;
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public bool IsWarpingFromVessel { get; private set; } = false;
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public bool IsWarpingBackToEye { get; internal set; } = false;
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public bool DidWarpFromShip { get; private set; } = false;
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public bool DidWarpFromVessel { get; private set; } = false;
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public bool WearingSuit { get; private set; } = false;
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@ -75,6 +76,10 @@ namespace NewHorizons
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private string _defaultStarSystem = "SolarSystem";
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internal string _currentStarSystem = "SolarSystem";
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private bool _firstLoad = true;
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private bool _playerAwake;
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public bool PlayerSpawned { get; set; }
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public ShipWarpController ShipWarpController { get; private set; }
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// API events
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@ -196,7 +201,6 @@ namespace NewHorizons
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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GlobalMessenger<DeathType>.AddListener("PlayerDeath", OnDeath);
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GlobalMessenger.AddListener("WakeUp", OnWakeUp);
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NHAssetBundle = ModHelper.Assets.LoadBundle("Assets/newhorizons_public");
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@ -245,15 +249,12 @@ namespace NewHorizons
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NHLogger.Log($"Destroying NewHorizons");
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SceneManager.sceneLoaded -= OnSceneLoaded;
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GlobalMessenger<DeathType>.RemoveListener("PlayerDeath", OnDeath);
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GlobalMessenger.RemoveListener("WakeUp", new Callback(OnWakeUp));
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GlobalMessenger.RemoveListener("WakeUp", OnWakeUp);
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AchievementHandler.OnDestroy();
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}
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private static void OnWakeUp()
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{
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IsSystemReady = true;
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}
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private void OnWakeUp() => _playerAwake = true;
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private void OnSceneUnloaded(Scene scene)
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{
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@ -269,6 +270,8 @@ namespace NewHorizons
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{
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NHLogger.Log($"Scene Loaded: {scene.name} {mode} OWScene.{LoadManager.NameToScene(scene.name)}");
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PlayerSpawned = false;
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var isTitleScreen = scene.name == LoadManager.SceneToName(OWScene.TitleScreen);
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var isSolarSystem = scene.name == LoadManager.SceneToName(OWScene.SolarSystem);
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var isEyeOfTheUniverse = scene.name == LoadManager.SceneToName(OWScene.EyeOfTheUniverse);
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@ -380,6 +383,7 @@ namespace NewHorizons
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// EOTU fixes
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if (isEyeOfTheUniverse)
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{
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_playerAwake = true;
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EyeSceneHandler.OnSceneLoad();
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}
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@ -438,10 +442,10 @@ namespace NewHorizons
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var shouldWarpInFromShip = IsWarpingFromShip && ShipWarpController != null;
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var shouldWarpInFromVessel = IsWarpingFromVessel && VesselWarpHandler.VesselSpawnPoint != null;
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Delay.RunWhen(() => IsSystemReady, () => OnSystemReady(shouldWarpInFromShip, shouldWarpInFromVessel));
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IsWarpingFromShip = false;
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IsWarpingFromVessel = false;
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DidWarpFromShip = shouldWarpInFromShip;
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DidWarpFromVessel = shouldWarpInFromVessel;
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var map = FindObjectOfType<MapController>();
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@ -500,16 +504,10 @@ namespace NewHorizons
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}
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else if (isEyeOfTheUniverse)
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{
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// There is no wake up in eye scene
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Delay.FireOnNextUpdate(() =>
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{
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IsSystemReady = true;
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OnSystemReady(false, false);
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});
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IsWarpingFromShip = false;
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IsWarpingFromVessel = false;
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DidWarpFromVessel = false;
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DidWarpFromShip = false;
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}
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//Stop starfield from disappearing when there is no lights
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@ -562,11 +560,16 @@ namespace NewHorizons
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_currentStarSystem = _defaultStarSystem;
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}
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}
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// Wait for player to be awake and also for frames to pass
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Delay.RunWhenAndInNUpdates(() => OnSystemReady(DidWarpFromShip, DidWarpFromVessel), () => _playerAwake && PlayerSpawned, 30);
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}
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// Had a bunch of separate unity things firing stuff when the system is ready so I moved it all to here
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private void OnSystemReady(bool shouldWarpInFromShip, bool shouldWarpInFromVessel)
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{
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IsSystemReady = true;
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// ShipWarpController will handle the invulnerability otherwise
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if (!shouldWarpInFromShip)
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Delay.FireOnNextUpdate(() => InvulnerabilityHandler.MakeInvulnerable(false));
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@ -11,6 +11,8 @@ namespace NewHorizons.Patches.PlayerPatches
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[HarmonyPatch(nameof(PlayerSpawner.SpawnPlayer))]
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public static bool PlayerSpawner_SpawnPlayer(PlayerSpawner __instance)
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{
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Main.Instance.PlayerSpawned = true;
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if (Main.Instance.IsWarpingFromVessel || Main.Instance.DidWarpFromVessel || Main.Instance.IsWarpingFromShip)
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{
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NHLogger.LogWarning("Abort player spawn. Vessel/Ship will handle it.");
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@ -1,4 +1,6 @@
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using System;
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using System.Collections;
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using UnityEngine;
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namespace NewHorizons.Utility.OWML
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{
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@ -7,5 +9,20 @@ namespace NewHorizons.Utility.OWML
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public static void RunWhen(Func<bool> predicate, Action action) => Main.Instance.ModHelper.Events.Unity.RunWhen(predicate, action);
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public static void FireInNUpdates(Action action, int n) => Main.Instance.ModHelper.Events.Unity.FireInNUpdates(action, n);
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public static void FireOnNextUpdate(Action action) => Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(action);
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public static void RunWhenAndInNUpdates(Action action, Func<bool> predicate, int n) => Main.Instance.StartCoroutine(RunWhenOrInNUpdatesCoroutine(action, predicate, n));
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private static IEnumerator RunWhenOrInNUpdatesCoroutine(Action action, Func<bool> predicate, int n)
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{
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for (int i = 0; i < n; i++)
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{
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yield return new WaitForEndOfFrame();
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}
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while (!predicate.Invoke())
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{
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yield return new WaitForEndOfFrame();
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}
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action.Invoke();
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}
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}
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}
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