fix: add delay to spawning
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parent
8b048905d0
commit
478ebefafe
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@ -1,3 +1,4 @@
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using System.Diagnostics;
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using System.Numerics;
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using System.Numerics;
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using Dalamud.Data;
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using Dalamud.Data;
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using Dalamud.Game;
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using Dalamud.Game;
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@ -83,23 +84,40 @@ internal class Messages : IDisposable {
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this.SpawnVfx();
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this.SpawnVfx();
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}
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}
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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.RemoveConditionally;
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this.Plugin.Framework.Update += this.HandleSpawnQueue;
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this.Plugin.Framework.Update += this.HandleSpawnQueue;
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this.Plugin.ClientState.Login += this.SpawnVfx;
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this.Plugin.ClientState.Login += this.SpawnVfx;
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this.Plugin.ClientState.Logout += this.RemoveVfx;
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this.Plugin.ClientState.Logout += this.RemoveVfx;
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this.Plugin.ClientState.TerritoryChanged += this.SpawnVfx;
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}
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}
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public void Dispose() {
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public void Dispose() {
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this.Plugin.ClientState.TerritoryChanged -= this.SpawnVfx;
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this.Plugin.ClientState.Logout -= this.RemoveVfx;
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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.Login -= this.SpawnVfx;
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this.Plugin.Framework.Update -= this.HandleSpawnQueue;
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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.RemoveConditionally;
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this.Plugin.Framework.Update -= this.DetermineIfSpawn;
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this.RemoveVfx();
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this.RemoveVfx();
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}
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}
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private readonly Stopwatch _timer = new();
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private ushort _lastTerritory;
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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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this._timer.Start();
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}
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if (this._timer.Elapsed >= TimeSpan.FromSeconds(1)) {
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this._timer.Reset();
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this.SpawnVfx();
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}
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this._lastTerritory = current;
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}
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private void RemoveConditionally(Framework framework) {
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private void RemoveConditionally(Framework framework) {
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var nowCutscene = this.CutsceneActive;
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var nowCutscene = this.CutsceneActive;
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var cutsceneChanged = this._inCutscene != nowCutscene;
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var cutsceneChanged = this._inCutscene != nowCutscene;
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