fix: handle delay better
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parent
478ebefafe
commit
073943c799
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@ -87,6 +87,7 @@ internal class Messages : IDisposable {
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this.Plugin.Framework.Update += this.DetermineIfSpawn;
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this.Plugin.Framework.Update += this.RemoveConditionally;
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this.Plugin.Framework.Update += this.HandleSpawnQueue;
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this.Plugin.ClientState.TerritoryChanged += this.TerritoryChanged;
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this.Plugin.ClientState.Login += this.SpawnVfx;
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this.Plugin.ClientState.Logout += this.RemoveVfx;
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}
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@ -94,6 +95,7 @@ internal class Messages : IDisposable {
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public void Dispose() {
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this.Plugin.ClientState.Logout -= this.RemoveVfx;
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this.Plugin.ClientState.Login -= this.SpawnVfx;
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this.Plugin.ClientState.TerritoryChanged -= this.TerritoryChanged;
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this.Plugin.Framework.Update -= this.HandleSpawnQueue;
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this.Plugin.Framework.Update -= this.RemoveConditionally;
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this.Plugin.Framework.Update -= this.DetermineIfSpawn;
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@ -102,15 +104,27 @@ internal class Messages : IDisposable {
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}
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private readonly Stopwatch _timer = new();
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private void TerritoryChanged(object? sender, ushort e) {
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this._territoryChanged = true;
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this.RemoveVfx();
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}
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private ushort _lastTerritory;
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private bool _territoryChanged;
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private void DetermineIfSpawn(Framework framework) {
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var current = this.Plugin.ClientState.TerritoryType;
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if (current != this._lastTerritory && this.Plugin.ClientState.LocalPlayer != null) {
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var diffTerritory = current != this._lastTerritory;
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var playerPresent = this.Plugin.ClientState.LocalPlayer != null;
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if ((this._territoryChanged || diffTerritory) && playerPresent) {
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this._territoryChanged = false;
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this._timer.Start();
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}
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if (this._timer.Elapsed >= TimeSpan.FromSeconds(1)) {
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if (this._timer.Elapsed >= TimeSpan.FromSeconds(1.5)) {
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this._timer.Reset();
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this.SpawnVfx();
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}
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@ -161,10 +175,6 @@ internal class Messages : IDisposable {
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this.SpawnVfx();
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}
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private void SpawnVfx(object? sender, ushort e) {
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this.SpawnVfx();
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}
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internal void SpawnVfx() {
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var territory = this.Plugin.ClientState.TerritoryType;
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if (territory == 0 || this.Plugin.Config.BannedTerritories.Contains(territory)) {
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