remove the delay (things still work lol)

This commit is contained in:
JohnCorby 2022-09-14 16:59:48 -07:00
parent 5ff9f09684
commit 8ec41b58d5

View File

@ -226,7 +226,7 @@ namespace NewHorizons.Builder.Props
{ {
// Fix other components // Fix other components
// I forget why this is here // I forget why this is here
if (component is GhostIK || component is GhostEffects) if (component is GhostIK or GhostEffects)
{ {
Component.DestroyImmediate(component); Component.DestroyImmediate(component);
return; return;
@ -278,43 +278,35 @@ namespace NewHorizons.Builder.Props
torchItem.mindSlideProjector._mindProjectorImageEffect = SearchUtilities.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>(); torchItem.mindSlideProjector._mindProjectorImageEffect = SearchUtilities.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
} }
// Fix a bunch of stuff when done loading
Delay.RunWhen(() => Main.IsSystemReady, () =>
{
try
{
if (component == null) return;
if (component is Animator animator) animator.enabled = true; if (component is Animator animator) animator.enabled = true;
else if (component is Collider collider) collider.enabled = true; if (component is Collider collider) collider.enabled = true;
else if (component is Renderer renderer) renderer.enabled = true; if (component is Renderer renderer) renderer.enabled = true;
else if (component is Shape shape) shape.enabled = true; if (component is Shape shape) shape.enabled = true;
else if (component is SectorCullGroup sectorCullGroup)
// fixes sector cull group deactivating renderers on map view enter and fast foward
// TODO: does this actually worK? what? how?
if (component is SectorCullGroup sectorCullGroup)
{ {
sectorCullGroup._inMapView = false; sectorCullGroup._inMapView = false;
sectorCullGroup._isFastForwarding = false; sectorCullGroup._isFastForwarding = false;
sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false); sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
} }
// If it's not a moving anglerfish make sure the anim controller is regular // If it's not a moving anglerfish make sure the anim controller is regular
else if (component is AnglerfishAnimController angler && angler.GetComponentInParent<AnglerfishController>() == null) if (component is AnglerfishAnimController angler2 && angler2.GetComponentInParent<AnglerfishController>() == null)
{ {
Logger.LogVerbose("Enabling anglerfish animation"); Logger.LogVerbose("Enabling anglerfish animation");
// Remove any reference to its angler // Remove any reference to its angler
if (angler._anglerfishController) if (angler2._anglerfishController)
{ {
angler._anglerfishController.OnChangeAnglerState -= angler.OnChangeAnglerState; angler2._anglerfishController.OnChangeAnglerState -= angler2.OnChangeAnglerState;
angler._anglerfishController.OnAnglerTurn -= angler.OnAnglerTurn; angler2._anglerfishController.OnAnglerTurn -= angler2.OnAnglerTurn;
angler._anglerfishController.OnAnglerSuspended -= angler.OnAnglerSuspended; angler2._anglerfishController.OnAnglerSuspended -= angler2.OnAnglerSuspended;
angler._anglerfishController.OnAnglerUnsuspended -= angler.OnAnglerUnsuspended; angler2._anglerfishController.OnAnglerUnsuspended -= angler2.OnAnglerUnsuspended;
}
angler2.enabled = true;
angler2.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
} }
angler.enabled = true;
angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
}
}
catch (Exception e)
{
Logger.LogWarning($"Exception when modifying component [{component.GetType().Name}] on [{planetGO.name}] for prop [{prefab}]:\n{e}");
}
});
} }
} }
} }