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[BadAnimatorFix] Don't touch non-loop states.
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935639a2f3
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5 changed files with 16 additions and 34 deletions
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@ -7,8 +7,8 @@ namespace NAK.BadAnimatorFix;
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public static class BadAnimatorFixManager
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{
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private static List<BadAnimatorFixer> _animatorFixers = new List<BadAnimatorFixer>();
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private static readonly float _checkInterval = 5f;
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private static int _currentIndex = 0;
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private static float _checkInterval = 5f;
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public static void Add(BadAnimatorFixer bad)
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{
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@ -24,7 +24,7 @@ public static class BadAnimatorFixManager
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public static void OnPlayerLoaded()
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{
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ToggleJob(BadAnimatorFix.EntryEnabled.Value);
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SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, _checkInterval, -1);
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}
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public static void OnSceneInitialized(string sceneName)
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@ -37,31 +37,19 @@ public static class BadAnimatorFixManager
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{
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// Ignore objects that have our "fix", this shouldn't be needed but eh
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if (!animator.TryGetComponent<BadAnimatorFixer>(out _))
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{
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animator.gameObject.AddComponent<BadAnimatorFixer>();
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}
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}
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}
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public static void ToggleJob(bool enable)
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private static void CheckNextAnimator()
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{
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var job = SchedulerSystem.Instance.activeJobs.FirstOrDefault(pair => pair.Job.Method.Name == nameof(CheckNextAnimator)).Job;
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if (enable && job == null)
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{
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SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, _checkInterval, -1);
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}
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else if (!enable && job != null)
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{
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SchedulerSystem.RemoveJob(job);
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}
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}
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if (!BadAnimatorFix.EntryEnabled.Value)
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return;
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if (_animatorFixers.Count == 0)
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return;
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static void CheckNextAnimator()
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{
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if (_animatorFixers.Count == 0) return;
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_currentIndex = (_currentIndex + 1) % _animatorFixers.Count;
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BadAnimatorFixer currentAnimatorFix = _animatorFixers[_currentIndex];
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currentAnimatorFix.AttemptRewindAnimator();
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_animatorFixers[_currentIndex].AttemptRewindAnimator();
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}
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}
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}
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