public Maybe <bool?> UseItem(Player p) { var r = HookManager.Call(canUse, p); // boo. return(r.Length == 0 ? Maybe <bool?> .Nothing : Maybe.Just(r.Cast <bool?>().Aggregate((a, b) => a.Bind(v => b.Bind(v_ => v && v_) ?? v)))); }
public void OnUpdate(Point16 pos) { foreach (var b in Behaviours) { b.Position = pos; } HookManager.Call(onUpdate); }
public void OnPlaced(Point16 pos) { foreach (var b in Behaviours) { b.HasTile = true; b.Position = pos; } HookManager.Call(onPlaced); }
public bool SetBonus(Player p) { if (setBonus.IsEmpty()) { return(false); } HookManager.Call(setBonus, p); return(true); }
public void OnDraw(SpriteBatch sb, List <DrawData> playerDrawData, int drawType, Player p, Vector2 pos, Color colour, SpriteEffects playerEffect, float shadow) { HookManager.Call(onDraw, sb, playerDrawData, drawType, p, pos, colour, playerEffect, shadow); }
public void MidUpdate() { HookManager.Call(midUpdate); }
public void OnAddedNpc(NPC n, int tl, int s) { HookManager.Call(addedNpc, n, tl, s); }
public void OnDraw(SpriteBatch sb) { HookManager.Call(onDraw, sb); }
public void OnAI() { HookManager.Call(onAI); }
public void OnUpdate() { HookManager.Call(onUpdate); }
public void UpdateFrame(Player p, int state, Vector2 vel) { HookManager.Call(updateFrame, p, state, vel); }
public void PreDraw(SpriteBatch sb) { HookManager.Call(preDraw, sb); }
public void OnLoaded() { HookManager.Call(onLoaded); }
public void OnCreated() { HookManager.Call(onCreated); }
public void PostItemCheck() { HookManager.Call(postItemCheck); }
public void PreItemCheck() { HookManager.Call(preItemCheck); }
public void PostUpdate() { HookManager.Call(postUpdate); }
public bool PreUpdateEffects(Player p) { return(HookManager.Call(preUpdateEffects, p).All(Convert.ToBoolean)); }
public void OnUpdateEffects(Player p) { HookManager.Call(onUpdateEffects, p); }
public void PostDraw(SpriteBatch sb) { HookManager.Call(postDraw, sb); }
public void Hover(Player p) { HookManager.Call(hover, p); }
public int?JumpHeight(float xVel) { var r = HookManager.Call(jumpHeight, xVel); return(r.IsEmpty() ? (int?)null : r.Max(Convert.ToInt32)); }
public bool PreAI() { var r = HookManager.Call(preAI); return(r.Length == 0 || r.All(Convert.ToBoolean)); }
public float?JumpSpeed(float xVel) { var r = HookManager.Call(jumpSpeed, xVel); return(r.IsEmpty() ? (float?)null : r.Max(o => (float)o)); }
public bool PreDraw(SpriteBatch sb) { var r = HookManager.Call(preDraw, sb); return(r.Length == 0 || r.All(Convert.ToBoolean)); }
public void OnMount(Player p, bool faceLeft) { HookManager.Call(onMount, p, faceLeft); }
public bool IsColliding(Rectangle p, Rectangle t) { var r = HookManager.Call(colliding, p, t); return(r.Length > 0 ? p.Intersects(t) : r.Average(o => (bool)o ? 1f : 0f) > 0.5f); }
public bool PreDraw(SpriteBatch sb, List <DrawData> playerDrawData, int drawType, Player p, Vector2 pos, Color colour, SpriteEffects playerEffect, float shadow) { return(HookManager.Call(preDraw, sb, playerDrawData, drawType, p, pos, colour, playerEffect, shadow).All(Convert.ToBoolean)); }
public void OnDismount(Player p) { HookManager.Call(onDismount, p); }
public void PreUpdate() { HookManager.Call(preUpdate); }