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using IPA.Config;
using IPA.Loader.Composite;
using System.Diagnostics.CodeAnalysis;
using UnityEngine;
using UnityEngine.SceneManagement;
// ReSharper disable UnusedMember.Local
namespace IPA.Loader
{
[SuppressMessage("ReSharper", "ClassNeverInstantiated.Global")]
internal class PluginComponent : MonoBehaviour
{
private CompositeBSPlugin bsPlugins;
private CompositeIPAPlugin ipaPlugins;
private bool quitting;
internal static PluginComponent Create()
{
return new GameObject("IPA_PluginManager").AddComponent<PluginComponent>();
}
void Awake()
{
DontDestroyOnLoad(gameObject);
PluginManager.Load();
bsPlugins = new CompositeBSPlugin(PluginManager.BSMetas);
#pragma warning disable 618
ipaPlugins = new CompositeIPAPlugin(PluginManager.Plugins);
#pragma warning restore 618
#if NET4
gameObject.AddComponent<Updating.BeatMods.Updater>();
#endif
#pragma warning disable CS0612 // Type or member is obsolete
bsPlugins.OnApplicationStart();
#pragma warning restore CS0612 // Type or member is obsolete
ipaPlugins.OnApplicationStart();
SceneManager.activeSceneChanged += OnActiveSceneChanged;
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
Config.Config.Save();
}
void Update()
{
bsPlugins.OnUpdate();
ipaPlugins.OnUpdate();
Config.Config.Update();
}
void LateUpdate()
{
bsPlugins.OnLateUpdate();
ipaPlugins.OnLateUpdate();
//Config.Config.Update();
}
void FixedUpdate()
{
bsPlugins.OnFixedUpdate();
ipaPlugins.OnFixedUpdate();
}
void OnDestroy()
{
if (!quitting)
{
Create();
}
}
void OnApplicationQuit()
{
SceneManager.activeSceneChanged -= OnActiveSceneChanged;
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
bsPlugins.OnApplicationQuit();
ipaPlugins.OnApplicationQuit();
Config.Config.Save();
quitting = true;
}
void OnLevelWasLoaded(int level)
{
ipaPlugins.OnLevelWasLoaded(level);
}
void OnLevelWasInitialized(int level)
{
ipaPlugins.OnLevelWasInitialized(level);
}
void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
{
bsPlugins.OnSceneLoaded(scene, sceneMode);
}
private void OnSceneUnloaded(Scene scene) {
bsPlugins.OnSceneUnloaded(scene);
}
private void OnActiveSceneChanged(Scene prevScene, Scene nextScene) {
bsPlugins.OnActiveSceneChanged(prevScene, nextScene);
}
}
}