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Gamemode.cs
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76 lines (67 loc) · 2.1 KB
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using BeatSaberMarkupLanguage.GameplaySetup;
using BSCM.Modifiers;
using BSCM.Views;
using System;
using System.Linq;
using UnityEngine.SceneManagement;
using BS_Utils.Gameplay;
namespace BSCM
{
internal class Gamemode
{
RemoteSaber _remoteSaber;
GamemodeSettingsViewController _gamemodeSettingsView;
internal Gamemode()
{
SceneManager.sceneLoaded += OnSceneManagerSceneLoaded;
}
void OnSceneManagerSceneLoaded(Scene loadedScene, LoadSceneMode loadSceneMode)
{
if (loadedScene.name == "GameCore") OnGameLoaded(loadedScene);
if (loadedScene.name == "MenuCore") OnMenuLoaded();
}
void OnGameLoaded(Scene loadedScene)
{
if(PluginConfig.Instance.Enabled)
{
ScoreSubmission.DisableSubmission("BSCM");
var gameCore = loadedScene.GetRootGameObjects().First();
_remoteSaber = new RemoteSaber(gameCore);
}
}
void OnMenuLoaded()
{
_gamemodeSettingsView = new GamemodeSettingsViewController();
_gamemodeSettingsView.IsEnabledChanged += OnGamemodeToggled;
_gamemodeSettingsView.SettingChanged += onSettingChanged;
GameplaySetup.instance.AddTab(
"BSCM",
GamemodeSettingsViewController.Resource,
_gamemodeSettingsView
);
}
void OnGamemodeToggled(object sender, EventArgs e)
{
UpdateCapability();
}
void onSettingChanged(object sender, EventArgs e)
{
// reload multiplayer
UpdateCapability(0);
UpdateCapability(1);
}
void UpdateCapability(int status = -1)
{
if (status == 1 || (PluginConfig.Instance.Enabled && status != 0))
{
Plugin.Multi = null;
Plugin.Multi = new Multiplayer();
}
else
{
if (Plugin.Multi != null)
Plugin.Multi.stop();
}
}
}
}