[BadAnimatorFix] Speculative fix for loading Login, Init, and HQ scenes.

Exterrata said it kept erroring but I could not reproduce. This should solve it.
This commit is contained in:
NotAKidoS 2023-06-14 17:51:28 -05:00
parent 13927f1d67
commit a902cd250f
6 changed files with 49 additions and 50 deletions

View file

@ -6,20 +6,20 @@ namespace NAK.BadAnimatorFix;
public static class BadAnimatorFixManager
{
private static List<BadAnimatorFixer> badAnimatorFixes = new List<BadAnimatorFixer>();
private static int currentIndex = 0;
private static float checkInterval = 5f;
static List<BadAnimatorFixer> _animatorFixers = new List<BadAnimatorFixer>();
static int _currentIndex = 0;
static float _checkInterval = 5f;
public static void Add(BadAnimatorFixer bad)
{
if (!badAnimatorFixes.Contains(bad))
badAnimatorFixes.Add(bad);
if (!_animatorFixers.Contains(bad))
_animatorFixers.Add(bad);
}
public static void Remove(BadAnimatorFixer bad)
{
if (badAnimatorFixes.Contains(bad))
badAnimatorFixes.Remove(bad);
if (_animatorFixers.Contains(bad))
_animatorFixers.Remove(bad);
}
public static void OnPlayerLoaded()
@ -43,25 +43,25 @@ public static class BadAnimatorFixManager
}
}
private static void CheckNextAnimator()
{
if (badAnimatorFixes.Count == 0) return;
currentIndex = (currentIndex + 1) % badAnimatorFixes.Count;
BadAnimatorFixer currentAnimatorFix = badAnimatorFixes[currentIndex];
currentAnimatorFix.AttemptRewindAnimator();
}
public static void ToggleJob(bool enable)
{
var job = SchedulerSystem.Instance.activeJobs.FirstOrDefault(pair => pair.Job.Method.Name == "CheckNextAnimator").Job;
var job = SchedulerSystem.Instance.activeJobs.FirstOrDefault(pair => pair.Job.Method.Name == nameof(CheckNextAnimator)).Job;
if (enable && job == null)
{
SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, checkInterval, -1);
SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, _checkInterval, -1);
}
else if (!enable && job != null)
{
SchedulerSystem.RemoveJob(job);
}
}
static void CheckNextAnimator()
{
if (_animatorFixers.Count == 0) return;
_currentIndex = (_currentIndex + 1) % _animatorFixers.Count;
BadAnimatorFixer currentAnimatorFix = _animatorFixers[_currentIndex];
currentAnimatorFix.AttemptRewindAnimator();
}
}