44 lines
No EOL
1.3 KiB
C#
44 lines
No EOL
1.3 KiB
C#
using HarmonyLib;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using SRMultiplayer.Packets;
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using UnityEngine;
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using SRMultiplayer.Networking;
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namespace SRMultiplayer.Patches
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{
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[HarmonyPatch(typeof(Reproduce))]
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[HarmonyPatch("RegistryUpdate")]
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class Reproduce_RegistryUpdate
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{
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static bool Prefix(Reproduce __instance)
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{
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if (!Globals.IsMultiplayer || Globals.HandlePacket) return true;
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var netActor = __instance.GetComponentInParent<NetworkActor>();
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return (netActor != null && netActor.IsLocal);
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}
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}
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[HarmonyPatch(typeof(Reproduce))]
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[HarmonyPatch("ReproducePeriod")]
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class Reproduce_ReproducePeriod
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{
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static void Postfix(Reproduce __instance, ref float __result)
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{
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if (!Globals.IsMultiplayer || Globals.HandlePacket) return;
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var netActor = __instance.GetComponentInParent<NetworkActor>();
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if (netActor != null)
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{
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new PacketActorReproduceTime()
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{
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ID = netActor.ID,
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Time = SRSingleton<SceneContext>.Instance.TimeDirector.HoursFromNow(__result)
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}.Send();
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}
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}
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}
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} |