Patch_PlayerScript_Update.cs 1.9 KB

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  1. using GadgetCore.API;
  2. using GadgetCore.Util;
  3. using HarmonyLib;
  4. using System;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. using System.Reflection;
  8. using System.Reflection.Emit;
  9. using UnityEngine;
  10. namespace IronmanChest.Patches
  11. {
  12. [HarmonyPatch(typeof(PlayerScript))]
  13. [HarmonyPatch("Update")]
  14. [HarmonyGadget("IronmanChest")]
  15. public static class Patch_PlayerScript_Update
  16. {
  17. [HarmonyPrefix]
  18. public static bool Prefix(PlayerScript __instance, GameScript ___gameScript, int ___curNPC, ref bool ___interacting, bool ___canInteract, GameObject ___w, Rigidbody ___r,
  19. bool ___immobile, bool ___startingMission, bool ___knocking)
  20. {
  21. if (__instance.GetComponent<NetworkView>().isMine && !___startingMission && !___knocking)
  22. {
  23. if (!GameScript.pausing && !GameScript.dead)
  24. {
  25. if (Input.GetButtonDown("Up") && !___immobile && !GameScript.talking && ___curNPC == 8)
  26. {
  27. __instance.w.SetActive(false);
  28. if (!___interacting && ___canInteract)
  29. {
  30. ___interacting = true;
  31. __instance.StartCoroutine(Action(__instance, ___gameScript, ___w, ___r));
  32. return false;
  33. }
  34. }
  35. }
  36. }
  37. return true;
  38. }
  39. public static readonly FieldInfo interactingField = typeof(PlayerScript).GetField("interacting", BindingFlags.NonPublic | BindingFlags.Instance);
  40. private static IEnumerator Action(PlayerScript __instance, GameScript ___gameScript, GameObject ___w, Rigidbody ___r)
  41. {
  42. ___r.velocity = new Vector3(0f, 0f, 0f);
  43. if (GameScript.combatMode)
  44. ___gameScript.ExitCM();
  45. if (GameScript.buildMode)
  46. ___gameScript.ExitBuildMode();
  47. ___w.SetActive(false);
  48. ___gameScript.Storage();
  49. yield return new WaitForSeconds(0.5f);
  50. interactingField.SetValue(InstanceTracker.PlayerScript, false);
  51. yield break;
  52. }
  53. }
  54. }