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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Clear all coroutines/delays on scene unload
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13c0bdeec5
commit
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@ -1,5 +1,6 @@
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using NewHorizons.External.SerializableEnums;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using NewHorizons.Utility.OWML;
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using System.Collections;
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using UnityEngine;
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@ -28,7 +29,7 @@ namespace NewHorizons.Components.Volumes
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if (hitObj.CompareTag("PlayerDetector") && enabled)
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{
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// Have to run it off the mod behaviour since the game over controller disables everything
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Main.Instance.StartCoroutine(GameOver());
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Delay.StartCoroutine(GameOver());
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}
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}
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@ -1,3 +1,4 @@
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using NewHorizons.Utility.OWML;
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using System;
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using System.Collections;
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using UnityEngine;
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@ -6,7 +7,7 @@ namespace NewHorizons.Handlers
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{
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public static class FadeHandler
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{
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public static void FadeOut(float length) => Main.Instance.StartCoroutine(FadeOutCoroutine(length));
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public static void FadeOut(float length) => Delay.StartCoroutine(FadeOutCoroutine(length));
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private static IEnumerator FadeOutCoroutine(float length)
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{
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@ -24,7 +25,7 @@ namespace NewHorizons.Handlers
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yield return new WaitForEndOfFrame();
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}
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public static void FadeThen(float length, Action action) => Main.Instance.StartCoroutine(FadeThenCoroutine(length, action));
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public static void FadeThen(float length, Action action) => Delay.StartCoroutine(FadeThenCoroutine(length, action));
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private static IEnumerator FadeThenCoroutine(float length, Action action)
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{
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@ -40,7 +40,7 @@ namespace NewHorizons.Handlers
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var matchInitialMotion = SearchUtilities.Find("Player_Body").GetComponent<MatchInitialMotion>();
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if (matchInitialMotion != null) UnityEngine.Object.Destroy(matchInitialMotion);
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Main.Instance.StartCoroutine(SpawnCoroutine(2));
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Delay.StartCoroutine(SpawnCoroutine(2));
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}
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}
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@ -1,15 +1,49 @@
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace NewHorizons.Utility.OWML
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{
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public static class Delay
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{
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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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#region OnSceneUnloaded
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static Delay() => SceneManager.sceneUnloaded += OnSceneUnloaded;
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private static void OnSceneUnloaded(Scene _) => Main.Instance.StopAllCoroutines();
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#endregion
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#region public methods
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public static void StartCoroutine(IEnumerator coroutine) => Main.Instance.StartCoroutine(coroutine);
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public static void RunWhen(Func<bool> predicate, Action action) => StartCoroutine(RunWhenCoroutine(action, predicate));
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public static void FireInNUpdates(Action action, int n) => StartCoroutine(FireInNUpdatesCoroutine(action, n));
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public static void FireOnNextUpdate(Action action) => FireInNUpdates(action, 1);
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public static void RunWhenAndInNUpdates(Action action, Func<bool> predicate, int n) => Delay.StartCoroutine(RunWhenOrInNUpdatesCoroutine(action, predicate, n));
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#endregion
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#region Coroutines
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private static IEnumerator RunWhenCoroutine(Action action, Func<bool> predicate)
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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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private static IEnumerator FireInNUpdatesCoroutine(Action action, 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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action?.Invoke();
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}
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private static IEnumerator RunWhenOrInNUpdatesCoroutine(Action action, Func<bool> predicate, int n)
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{
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@ -24,5 +58,6 @@ namespace NewHorizons.Utility.OWML
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action.Invoke();
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}
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#endregion
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}
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}
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