private static void Postfix(SceneContext __instance) { SRGuu.OnGameLoaded(__instance); // ReSharper disable once ObjectCreationAsStatement new GameObject("SystemUpdater", typeof(SystemUpdater)); }
// PRE LOAD MOD public override void PreLoad() { // Gets the Assembly being executed execAssembly = Assembly.GetExecutingAssembly(); HarmonyInstance.PatchAll(execAssembly); // Activates Guu services SRGuu.Init(); // Sets up the mod VikDisk.SetupMod(); }
private IEnumerator TimedUpdate() { while (Levels.IsLevel(Levels.WORLD)) { if (SceneContext.Instance.TimeDirector.HasPauser()) { yield return(new WaitWhile(SceneContext.Instance.TimeDirector.HasPauser)); } SRGuu.OnGameTimedUpdate(); yield return(new WaitForSeconds(5f)); } }
public static void Postfix(MainMenuUI __instance) { SRGuu.OnMainMenuLoaded(__instance); foreach (TMP_Text text in Resources.FindObjectsOfTypeAll <TMP_Text>()) { if (text.GetComponentInParent <TMP_Dropdown>() != null) { continue; } if (text.GetComponent <CustomLangSupport>() == null) { text.gameObject.AddComponent <CustomLangSupport>(); } } }
// Makes a late setup of the remaining callbacks internal static void LateSetup() { // LANGUAGE LISTENERS SRGuu.RegisterTranslation(Main.execAssembly, LanguageHandler.FixLangDisplay); //LanguageHandler.FixLangDisplay }
private static void Postfix(ZoneDirector.Zone zone, PlayerState __instance) { SRGuu.OnZoneEntered(zone, __instance); }
private static void Postfix(GameContext __instance) { SRGuu.OnGameContextReady(__instance); }
private static void Prefix(SceneContext __instance) { SRGuu.OnPreLoadGame(__instance); }
private void LateUpdate() { SRGuu.OnGameLateUpdate(); }
private void FixedUpdate() { SRGuu.OnGameFixedUpdate(); }
private void Update() { SRGuu.OnGameUpdate(); }