using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace IllusionInjector
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{
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public class PluginComponent : MonoBehaviour
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{
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private CompositeBSPlugin bsPlugins;
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private CompositeIPAPlugin ipaPlugins;
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private bool quitting = false;
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public static PluginComponent Create()
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{
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return new GameObject("IPA_PluginManager").AddComponent<PluginComponent>();
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}
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void Awake()
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{
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DontDestroyOnLoad(gameObject);
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bsPlugins = new CompositeBSPlugin(PluginManager.BSPlugins);
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ipaPlugins = new CompositeIPAPlugin(PluginManager.Plugins);
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// this has no relevance since there is a new mod updater system
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//gameObject.AddComponent<ModUpdater>(); // AFTER plugins are loaded, but before most things
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gameObject.AddComponent<Updating.ModsaberML.Updater>();
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bsPlugins.OnApplicationStart();
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ipaPlugins.OnApplicationStart();
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SceneManager.activeSceneChanged += OnActiveSceneChanged;
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SceneManager.sceneLoaded += OnSceneLoaded;
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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}
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void Update()
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{
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bsPlugins.OnUpdate();
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ipaPlugins.OnUpdate();
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}
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void LateUpdate()
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{
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bsPlugins.OnLateUpdate();
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ipaPlugins.OnLateUpdate();
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}
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void FixedUpdate()
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{
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bsPlugins.OnFixedUpdate();
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ipaPlugins.OnFixedUpdate();
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}
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void OnDestroy()
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{
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if (!quitting)
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{
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Create();
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}
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}
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void OnApplicationQuit()
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{
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SceneManager.activeSceneChanged -= OnActiveSceneChanged;
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SceneManager.sceneLoaded -= OnSceneLoaded;
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SceneManager.sceneUnloaded -= OnSceneUnloaded;
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bsPlugins.OnApplicationQuit();
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ipaPlugins.OnApplicationQuit();
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quitting = true;
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}
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void OnLevelWasLoaded(int level)
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{
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ipaPlugins.OnLevelWasLoaded(level);
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}
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public void OnLevelWasInitialized(int level)
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{
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ipaPlugins.OnLevelWasInitialized(level);
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
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{
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bsPlugins.OnSceneLoaded(scene, sceneMode);
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}
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private void OnSceneUnloaded(Scene scene) {
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bsPlugins.OnSceneUnloaded(scene);
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}
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private void OnActiveSceneChanged(Scene prevScene, Scene nextScene) {
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bsPlugins.OnActiveSceneChanged(prevScene, nextScene);
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}
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}
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}
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