public override void Init(SocketedQuantumObject quantumObject, int id) { ObjectId = id; AttachedObject = quantumObject; base.Init(quantumObject, id); if (QSBCore.DebugMode) { DebugBoxText = DebugBoxManager.CreateBox(AttachedObject.transform, 0, ObjectId.ToString()).GetComponent <Text>(); } }
public override void Init(MultiStateQuantumObject attachedObject, int id) { ObjectId = id; AttachedObject = attachedObject; QuantumStates = AttachedObject.GetValue <QuantumState[]>("_states").ToList().Select(x => QSBWorldSync.GetWorldFromUnity <QSBQuantumState, QuantumState>(x)).ToList(); if (QSBCore.DebugMode) { DebugBoxText = DebugBoxManager.CreateBox(AttachedObject.transform, 0, CurrentState.ToString()).GetComponent <Text>(); } base.Init(attachedObject, id); }
public GameObject CreateDebugBox(LightInfo lightInfo, DetectionBox originInfo) { GameObject debugBox = Instantiate(DebugBoxPrefab); debugBox.transform.SetParent(DebugCanvasTransform); debugBox.transform.position = lightInfo.position; string lightType = (originInfo.id == 1 ? "Area" : (originInfo.id == 2 ? "Point" : "Spot")); DebugBoxManager debugBoxManager = debugBox.GetComponent <DebugBoxManager>() as DebugBoxManager; debugBoxManager.SetParams(lightType, lightInfo.light.intensity, lightInfo.light.color); return(debugBox); }
public void Start() { Helper = ModHelper; DebugLog.ToConsole($"* Start of QSB version {Helper.Manifest.Version} - authored by {Helper.Manifest.Author}", MessageType.Info); NetworkAssetBundle = Helper.Assets.LoadBundle("assets/network"); InstrumentAssetBundle = Helper.Assets.LoadBundle("assets/instruments"); ConversationAssetBundle = Helper.Assets.LoadBundle("assets/conversation"); QSBPatchManager.Init(); gameObject.AddComponent <QSBNetworkManager>(); gameObject.AddComponent <QNetworkManagerHUD>(); gameObject.AddComponent <DebugActions>(); gameObject.AddComponent <ConversationManager>(); gameObject.AddComponent <QSBInputManager>(); gameObject.AddComponent <TimeSyncUI>(); gameObject.AddComponent <RepeatingManager>(); gameObject.AddComponent <PlayerEntanglementWatcher>(); // WorldObject managers gameObject.AddComponent <QuantumManager>(); gameObject.AddComponent <SpiralManager>(); gameObject.AddComponent <ElevatorManager>(); gameObject.AddComponent <GeyserManager>(); gameObject.AddComponent <OrbManager>(); gameObject.AddComponent <QSBSectorManager>(); gameObject.AddComponent <ItemManager>(); gameObject.AddComponent <StatueManager>(); gameObject.AddComponent <PoolManager>(); gameObject.AddComponent <CampfireManager>(); DebugBoxManager.Init(); // Stop players being able to pause Helper.HarmonyHelper.EmptyMethod(typeof(OWTime).GetMethod("Pause")); }