protected override void Start() { Logger.Log(DebugLogLevel, "[Start] Fired!!"); ResetCharaTriggerInfo(); CurrentCoordinate.Subscribe(value => { OnCoordinateChanged(); }); base.Start(); }
protected override void Start() { KoiSkinOverlayGui = Extension.Extension.TryGetPluginInstance("KSOX_GUI") as KoiSkinOverlayGui; CurrentCoordinate.Subscribe(onNext: delegate { ChangeCoordinate(); }); base.Start(); }
protected override void Awake() { base.Awake(); OverlayStorage = new OverlayStorage(this); #if KK CurrentCoordinate.Subscribe(v => UpdateTexture(0)); #endif }
protected override void Start() { #if KK // Ignore coordinate in EC CurrentCoordinate.Subscribe(value => { OnCoordinateChanged(); }); #endif base.Start(); }
protected override void Awake() { base.Awake(); OverlayStorage = new OverlayStorage(this); #if KK || KKS // this causes massive lag on overworld since charas change coords in background so avoid running this whenever possible CurrentCoordinate.Subscribe(v => { if (OverlayStorage.IsPerCoord()) { UpdateTexture(WhatTexturesNeedUpdating()); } }); #endif }
protected override void Start() { if (KoikatuAPI.GetCurrentGameMode() == GameMode.MainGame) { return; } HairAccessoryCustomizer = new HairAccessoryCustomizerSupport.UrineBag(ChaControl); MaterialEditor = new MaterialEditorSupport.UrineBag(ChaControl); MaterialRouter = new MaterialRouterSupport.UrineBag(ChaControl); AccStateSync = new AccStateSyncSupport.UrineBag(ChaControl); DynamicBoneEditor = new DynamicBoneEditorSupport.UrineBag(ChaControl); CurrentCoordinate.Subscribe(value => { OnCoordinateChanged(); }); base.Start(); }
//EC only has one outfit slot, no need to watch changes protected override void Start() { CurrentCoordinate.Subscribe(value => { OnCoordinateChanged(); }); base.Start(); }