/// <summary> /// Update multiplayer state. /// </summary> void Update() { Utils.CallSafe("Update", () => { Steamworks.SteamAPI.RunCallbacks(); if (IsInvitePanelVisible()) { UpdateFriendList(); } gameWorld.Update(); netManager.Update(); // Development stuff. #if !PUBLIC_RELEASE devTools.Update(); if (localPlayer == null) { localPlayer = GameObject.Find("PLAYER"); } else { devTools.UpdatePlayer(localPlayer); } #endif }); }
public static void DumpWorld(string levelName) { Utils.CallSafe("DUmpWorld", () => { Development.WorldDumper worldDumper = new Development.WorldDumper(); var dumpFolder = ModUtils.GetPath($"HTMLWorldDump\\{levelName}"); if (Directory.Exists(dumpFolder)) { Directory.Delete(dumpFolder, true); } Directory.CreateDirectory(dumpFolder); var watch = Stopwatch.StartNew(); worldDumper.Dump(dumpFolder); Logger.Log($"World dump finished - took {watch.ElapsedMilliseconds} ms"); }); /*GameObject[] gos = gos = GameObject.FindObjectsOfType<GameObject>(); * * string path = Client.GetPath($"WorldDump\\{levelName}"); * Directory.CreateDirectory(path); * * StringBuilder builder = new StringBuilder(); * int index = 0; * foreach (GameObject go in gos) { * Transform trans = go.GetComponent<Transform>(); * if (trans == null || trans.parent != null) continue; * * string SanitizedName = go.name; * SanitizedName = SanitizedName.Replace("/", ""); * string dumpFilePath = path + "\\" + SanitizedName + ".txt"; * try { * DumpObject(trans, dumpFilePath); * } * catch (Exception e) { * Logger.Log("Unable to dump objects: " + SanitizedName + "\n"); * Logger.Log(e.Message + "\n"); * } * * builder.Append(go.name + " (" + SanitizedName + "), Trans: " + * trans.position.ToString() + "\n"); ++index; * } * * System.IO.File.WriteAllText(path + "\\dumpLog.txt", builder.ToString());*/ }
/// <summary> /// Update multiplayer state. /// </summary> void LateUpdate() { Utils.CallSafe("Update", () => { Steamworks.SteamAPI.RunCallbacks(); if (IsInvitePanelVisible()) { UpdateFriendList(); } gameWorld.Update(); netManager.Update(); // Development stuff. #if !PUBLIC_RELEASE DevTools.Update(); #endif }); }
/// <summary> /// Fixed update multiplayer state. /// </summary> void FixedUpdate() { Utils.CallSafe("FixedUpdate", () => { netManager.FixedUpdate(); }); }