Beispiel #1
0
        /// <summary>
        /// Called when the mod is unloaded
        /// </summary>
        private void OnDestroy()
        {
            Get = null;

            //undo all changes to the scene
            if (mi_sceneLights != null)
            {
                foreach (var light in mi_sceneLights)
                {
                    RestoreLightSource(light);
                    if (light.LightSwitch)
                    {
                        Component.DestroyImmediate(light.LightSwitch);
                    }
                    if (light.Raycastable)
                    {
                        Component.DestroyImmediate(light.Raycastable);
                    }
                }
            }

            if (mi_harmony != null)
            {
                mi_harmony.UnpatchAll(APP_IDENT);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Called when the mod is loaded.
        /// </summary>
        private void Start()
        {
            if (Get != null)
            {
                DestroyImmediate(Get);
                CUtil.LogW("Mod has been loaded twice. Destroying old mod instance.");
            }

            Get = this;

            LoadConfig();

            mi_harmony = new Harmony(APP_IDENT);
            mi_harmony.PatchAll(Assembly.GetExecutingAssembly());

            mi_settings = ComponentManager <Settings> .Value;

            if (RAPI.IsCurrentSceneGame())
            {
                LoadLights(); //mod was reloaded from game
            }

            LoadLightData();

            CUtil.Log("LanternShadows v. " + VERSION + " loaded.");
        }
Beispiel #3
0
        /// <summary>
        /// Initializes the lantern switch behaviour providing a mod handle and a scene light wrapper.
        /// </summary>
        /// <param name="_mod">A handle to the mod object initializing this switch.</param>
        /// <param name="_light">Contains references to the block and other components.</param>
        public void Load(CLanternShadows _mod, SSceneLight _light)
        {
            mi_mod                   = _mod;
            mi_sceneLight            = _light;
            mi_nlCntrl               = mi_sceneLight.LightComponent.GetComponent <NightLightController>();
            mi_setLightIntensityInfo = typeof(NightLightController).GetMethod("SetLightIntensity", BindingFlags.NonPublic | BindingFlags.Instance);
            mi_network               = ComponentManager <Semih_Network> .Value;

            //use our block objects index so we receive RPC calls
            //need to use an existing blockindex as clients/host need to be aware of it
            ObjectIndex = mi_sceneLight.BlockObject.ObjectIndex;
            NetworkIDManager.AddNetworkID(this);

            CheckLightState(true);

            mi_loaded = true;

            if (!Semih_Network.IsHost) //request lantern states from host after load
            {
                mi_network.SendP2P(
                    mi_network.HostID,
                    new Message_Battery_OnOff( //just use the battery message as it should never
                        Messages.Battery_OnOff,
                        mi_network.NetworkIDManager,
                        mi_network.LocalSteamID,
                        this.ObjectIndex,
                        (int)ELanternRequestType.REQUEST_STATE, //we use the battery uses int to pass our custom command type
                        IsOn),
                    EP2PSend.k_EP2PSendReliable,
                    NetworkChannel.Channel_Game);
            }
            else if (mi_mod.SavedLightData.ContainsKey(SaveAndLoad.CurrentGameFileName))
            {
                var data = mi_mod.SavedLightData[SaveAndLoad.CurrentGameFileName].FirstOrDefault(_o => _o.ObjectID == ObjectIndex);
                if (data != null)
                {
                    UserControlsState = true;
                    SetLightOn(data.IsOn);
                }
            }
        }