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using IllusionInjector.Logging;
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.SceneManagement;
using IPA.Loader;
namespace IllusionInjector
{
public class PluginComponent : MonoBehaviour
{
private CompositeBSPlugin bsPlugins;
private CompositeIPAPlugin ipaPlugins;
private bool quitting = false;
public static PluginComponent Create()
{
Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type)
{
var level = UnityLogInterceptor.LogTypeToLevel(type);
UnityLogInterceptor.Unitylogger.Log(level, $"{condition.Trim()}");
UnityLogInterceptor.Unitylogger.Log(level, $"{stackTrace.Trim()}");
};
return new GameObject("IPA_PluginManager").AddComponent<PluginComponent>();
}
void Awake()
{
DontDestroyOnLoad(gameObject);
bsPlugins = new CompositeBSPlugin(PluginManager.BSPlugins);
ipaPlugins = new CompositeIPAPlugin(PluginManager.Plugins);
// this has no relevance since there is a new mod updater system
//gameObject.AddComponent<ModUpdater>(); // AFTER plugins are loaded, but before most things
gameObject.AddComponent<Updating.ModsaberML.Updater>();
bsPlugins.OnApplicationStart();
ipaPlugins.OnApplicationStart();
SceneManager.activeSceneChanged += OnActiveSceneChanged;
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
}
void Update()
{
bsPlugins.OnUpdate();
ipaPlugins.OnUpdate();
}
void LateUpdate()
{
bsPlugins.OnLateUpdate();
ipaPlugins.OnLateUpdate();
}
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();
quitting = true;
}
void OnLevelWasLoaded(int level)
{
ipaPlugins.OnLevelWasLoaded(level);
}
public 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);
}
}
}