public static void RefreshPlayerEntries(bool changeConfig = false) { if (RoomManager.field_Internal_Static_ApiWorld_0 == null || Player.prop_Player_0 == null || Player.prop_Player_0.gameObject == null || !PlayerListMod.playerList.active) { return; } foreach (PlayerEntry entry in new List <EntryBase>(playerEntries.Values)) // Slow but allows me to remove things during its run { if (entry.player == null) { entry.Remove(); } } foreach (PlayerEntry entry in playerEntries.Values) { entry.Refresh(); } localPlayerEntry.Refresh(); RefreshLayout(); shouldSaveConfig = changeConfig; }
public static void RefreshAllEntries() { // Dont refresh if the local player gameobject has been deleted or if the playerlist is hidden if (RoomManager.field_Internal_Static_ApiWorld_0 == null || Player.prop_Player_0 == null || !MenuManager.playerList.active) { return; } localPlayerEntry?.Refresh(); RefreshGeneralInfoEntries(); }
public static void RefreshPlayerEntries(bool bypassActive = false) { if (RoomManager.field_Internal_Static_ApiWorld_0 == null || Player.prop_Player_0 == null || Player.prop_Player_0.gameObject == null || Player.prop_Player_0.prop_VRCPlayerApi_0 == null || (!MenuManager.playerList.active && !bypassActive)) { return; } foreach (PlayerEntry entry in playerEntries) { PlayerEntry.UpdateEntry(entry.player.prop_PlayerNet_0, entry, bypassActive); } localPlayerEntry.Refresh(); }