示例#1
0
 public static bool AfterTick_Prefix(ProductionStatistics __instance)
 {
     if (Multiplayer.IsActive && !Multiplayer.Session.LocalPlayer.IsHost)
     {
         for (int i = 0; i < __instance.gameData.factoryCount; i++)
         {
             __instance.factoryStatPool[i]?.AfterTick();
         }
         return(false);
     }
     return(true);
 }
示例#2
0
 public static bool AfterTick_Prefix(ProductionStatistics __instance)
 {
     if (SimulatedWorld.Initialized && !LocalPlayer.IsMasterClient)
     {
         for (int i = 0; i < __instance.gameData.factoryCount; i++)
         {
             __instance.factoryStatPool[i]?.AfterTick();
         }
         return(false);
     }
     return(true);
 }
示例#3
0
 public static bool GameTick_Prefix(ProductionStatistics __instance)
 {
     if (Multiplayer.IsActive && !Multiplayer.Session.LocalPlayer.IsHost)
     {
         //Do not run on client if you do not have all data
         for (int i = 0; i < __instance.gameData.factoryCount; i++)
         {
             if (__instance.factoryStatPool[i] == null)
             {
                 return(false);
             }
         }
     }
     return(true);
 }
示例#4
0
 public static bool GameTick_Prefix(ProductionStatistics __instance)
 {
     if (SimulatedWorld.Initialized && !LocalPlayer.IsMasterClient)
     {
         //Do not run on client if you do not have all data
         for (int i = 0; i < __instance.gameData.factoryCount; i++)
         {
             if (__instance.factoryStatPool[i] == null)
             {
                 return(false);
             }
         }
     }
     return(true);
 }
 public static bool AddStatGroup_Prefix(int __0, ProductionStatistics ___productionStat)
 {
     //Skip when StatisticsDataPacket hasn't arrived yet
     return(__0 >= 0 && ___productionStat.factoryStatPool[__0] != null);
 }