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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
remove the delay (things still work lol)
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5ff9f09684
commit
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@ -226,7 +226,7 @@ namespace NewHorizons.Builder.Props
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{
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{
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// Fix other components
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// Fix other components
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// I forget why this is here
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// I forget why this is here
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if (component is GhostIK || component is GhostEffects)
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if (component is GhostIK or GhostEffects)
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{
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{
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Component.DestroyImmediate(component);
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Component.DestroyImmediate(component);
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return;
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return;
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@ -278,43 +278,35 @@ namespace NewHorizons.Builder.Props
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torchItem.mindSlideProjector._mindProjectorImageEffect = SearchUtilities.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
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torchItem.mindSlideProjector._mindProjectorImageEffect = SearchUtilities.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
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}
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}
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// Fix a bunch of stuff when done loading
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if (component is Animator animator) animator.enabled = true;
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Delay.RunWhen(() => Main.IsSystemReady, () =>
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if (component is Collider collider) collider.enabled = true;
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if (component is Renderer renderer) renderer.enabled = true;
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if (component is Shape shape) shape.enabled = true;
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// fixes sector cull group deactivating renderers on map view enter and fast foward
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// TODO: does this actually worK? what? how?
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if (component is SectorCullGroup sectorCullGroup)
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{
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{
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try
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sectorCullGroup._inMapView = false;
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sectorCullGroup._isFastForwarding = false;
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sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
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}
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// If it's not a moving anglerfish make sure the anim controller is regular
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if (component is AnglerfishAnimController angler2 && angler2.GetComponentInParent<AnglerfishController>() == null)
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{
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Logger.LogVerbose("Enabling anglerfish animation");
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// Remove any reference to its angler
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if (angler2._anglerfishController)
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{
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{
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if (component == null) return;
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angler2._anglerfishController.OnChangeAnglerState -= angler2.OnChangeAnglerState;
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if (component is Animator animator) animator.enabled = true;
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angler2._anglerfishController.OnAnglerTurn -= angler2.OnAnglerTurn;
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else if (component is Collider collider) collider.enabled = true;
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angler2._anglerfishController.OnAnglerSuspended -= angler2.OnAnglerSuspended;
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else if (component is Renderer renderer) renderer.enabled = true;
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angler2._anglerfishController.OnAnglerUnsuspended -= angler2.OnAnglerUnsuspended;
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else if (component is Shape shape) shape.enabled = true;
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else if (component is SectorCullGroup sectorCullGroup)
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{
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sectorCullGroup._inMapView = false;
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sectorCullGroup._isFastForwarding = false;
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sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
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}
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// If it's not a moving anglerfish make sure the anim controller is regular
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else if (component is AnglerfishAnimController angler && angler.GetComponentInParent<AnglerfishController>() == null)
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{
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Logger.LogVerbose("Enabling anglerfish animation");
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// Remove any reference to its angler
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if (angler._anglerfishController)
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{
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angler._anglerfishController.OnChangeAnglerState -= angler.OnChangeAnglerState;
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angler._anglerfishController.OnAnglerTurn -= angler.OnAnglerTurn;
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angler._anglerfishController.OnAnglerSuspended -= angler.OnAnglerSuspended;
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angler._anglerfishController.OnAnglerUnsuspended -= angler.OnAnglerUnsuspended;
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}
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angler.enabled = true;
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angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
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}
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}
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}
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catch (Exception e)
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angler2.enabled = true;
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{
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angler2.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking);
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Logger.LogWarning($"Exception when modifying component [{component.GetType().Name}] on [{planetGO.name}] for prop [{prefab}]:\n{e}");
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}
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}
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});
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}
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}
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}
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}
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}
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}
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