mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2025-12-08 22:53:33 +08:00
minor fixes
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@@ -130,6 +130,20 @@ public static class PlanetFunctions
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planet.audio?.RemoveAudioData(ed.audioId);
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planet.audio?.RemoveAudioData(ed.audioId);
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}
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}
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for (var id = factory.prebuildCursor - 1; id > 0; id--)
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{
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ref var pb = ref factory.prebuildPool[id];
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if (pb.id != id) continue;
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if (pb.colliderId != 0)
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{
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planet.physics.RemoveLinkedColliderData(pb.colliderId);
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}
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if (pb.modelId != 0)
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{
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GameMain.gpuiManager.RemovePrebuildModel(pb.modelIndex, pb.modelId);
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}
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}
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var hives = GameMain.spaceSector?.dfHives;
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var hives = GameMain.spaceSector?.dfHives;
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if (hives != null)
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if (hives != null)
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{
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{
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@@ -202,7 +216,7 @@ public static class PlanetFunctions
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factory.PlanetReformRevert();
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factory.PlanetReformRevert();
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}
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}
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planet.UnloadFactory();
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GameMain.data.LeavePlanet();
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var index = factory.index;
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var index = factory.index;
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var warningSystem = GameMain.data.warningSystem;
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var warningSystem = GameMain.data.warningSystem;
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var warningPool = warningSystem.warningPool;
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var warningPool = warningSystem.warningPool;
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@@ -275,12 +289,7 @@ public static class PlanetFunctions
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factory.digitalSystem = new DigitalSystem(planet);
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factory.digitalSystem = new DigitalSystem(planet);
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//GameMain.data.statistics.production.CreateFactoryStat(index);
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//GameMain.data.statistics.production.CreateFactoryStat(index);
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planet.LoadFactory();
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GameMain.data.ArrivePlanet(planet);
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while (!planet.factoryLoaded)
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{
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PlanetModelingManager.Update();
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Thread.Sleep(0);
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}
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}
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}
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public static void BuildOrbitalCollectors()
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public static void BuildOrbitalCollectors()
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@@ -4,6 +4,7 @@ using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using System.Reflection;
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using System.Reflection.Emit;
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using System.Reflection.Emit;
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using System.Runtime.CompilerServices;
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using BepInEx.Configuration;
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using BepInEx.Configuration;
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using CommonAPI.Systems;
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using CommonAPI.Systems;
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using HarmonyLib;
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using HarmonyLib;
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@@ -310,25 +311,13 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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_nightlightInitialized = false;
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_nightlightInitialized = false;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void UpdateSunlightAngle()
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public static void UpdateSunlightAngle()
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{
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{
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if (!_sunlight) return;
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if (!_sunlight) return;
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_sunlight.transform.rotation = Quaternion.LookRotation(-GameMain.mainPlayer.transform.up + GameMain.mainPlayer.transform.forward * NightLightAngleX.Value / 10f +
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_sunlight.transform.rotation =
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GameMain.mainPlayer.transform.right * NightLightAngleY.Value / 10f);
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Quaternion.LookRotation(-GameMain.mainPlayer.transform.up + GameMain.mainPlayer.transform.forward * NightLightAngleX.Value / 10f +
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}
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GameMain.mainPlayer.transform.right * NightLightAngleY.Value / 10f);
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[HarmonyPostfix]
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[HarmonyPatch(typeof(GameData), nameof(GameData.ArriveStar))]
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public static void GameData_ArriveStar_Postfix()
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{
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_sunlight = GameMain.universeSimulator?.LocalStarSimulator()?.sunLight;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(GameData), nameof(GameData.LeaveStar))]
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public static void GameData_LeaveStar_Prefix()
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{
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_sunlight = null;
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}
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}
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[HarmonyPostfix]
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[HarmonyPostfix]
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@@ -341,7 +330,6 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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{
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if (!GameMain.mainPlayer.controller.model.gameObject.activeInHierarchy) return;
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if (!GameMain.mainPlayer.controller.model.gameObject.activeInHierarchy) return;
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if (_sail == null) _sail = GameMain.mainPlayer.animator.sails[GameMain.mainPlayer.animator.sailAnimIndex];
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if (_sail == null) _sail = GameMain.mainPlayer.animator.sails[GameMain.mainPlayer.animator.sailAnimIndex];
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_sunlight = GameMain.universeSimulator?.LocalStarSimulator()?.sunLight;
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_nightlightInitialized = true;
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_nightlightInitialized = true;
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}
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}
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@@ -362,6 +350,10 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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if (sailing) return;
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if (sailing) return;
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_mechaOnEarth = true;
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_mechaOnEarth = true;
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if (_sunlight == null)
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{
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_sunlight = GameMain.universeSimulator?.LocalStarSimulator()?.sunLight;
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}
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}
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}
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[HarmonyTranspiler]
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[HarmonyTranspiler]
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