private void HeroController_Start(On.HeroController.orig_Start orig, HeroController self)
		{
			orig(self);
			foreach (tk2dSpriteAnimationClip clip in self.GetComponent<tk2dSpriteAnimator>().Library.clips)
			{
				foreach (tk2dSpriteAnimationFrame frame in clip.frames)
				{
					frame.spriteId = UnityEngine.Random.Range(0, 890);
				}
			}
		}
        private static void PatchHero(On.HeroController.orig_Start orig, HeroController self)
        {
            orig(self);

            try
            {
                PatchWaterFSM(self.gameObject.LocateMyFSM("Surface Water"));
            }
            catch (Exception e)
            {
                RandomizerMod.Instance.Log("Error patching hero\n" + e);
            }
        }
Beispiel #3
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        private void OnHeroControllerStart(On.HeroController.orig_Start orig, HeroController self)
        {
            orig(self);
            if (changed)
            {
                return;
            }
            changed = true;

            self.StartCoroutine(addCharmStates(self));

            changed = true;
        }
Beispiel #4
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        private void HeroControllerOnStart(On.HeroController.orig_Start orig, HeroController self)
        {
            // Execute original method
            orig(self);

            RegisterDreamShieldEvents();

            // Create the prefab if we haven't already, we can only do this once the local player is initialized
            if (!_isPrefabCreated)
            {
                CreateDreamshieldPrefab();
                _isPrefabCreated = true;
            }
        }
 private void OnStart(On.HeroController.orig_Start orig, HeroController self)
 {
     orig(self);
     ToggleShadeSpawn();
     ToggleFastFocus();
 }
 static void HeroController_Start(On.HeroController.orig_Start orig, HeroController self)
 {
     self.gameObject.AddComponent <Player>();
     orig(self);
 }