private void OnObjectMovementStateChanged(object data) { GameHashes gameHashes = (GameHashes)data; isMoving = (gameHashes == GameHashes.ObjectMovementWakeUp); UpdateSound(); }
public void AddTrigger(GameHashes src_event, string[] sickness_ids, SourceCallback source_callback) { triggers.Add(new TriggerInfo { srcEvent = src_event, sickness_ids = sickness_ids, sourceCallback = source_callback }); }
private static bool Prefix(GameObject go, GameHashes hash, object data) { //Debug.Log(" === NoOverloadedWiresMod_EventExtensions_Trigger Prefix === "); if (!NoDamageState.StateManager.State.Enabled) { return(true); } if (hash == GameHashes.ConduitContentsBoiling && (NoDamageState.StateManager.State.DisableAllDamage || NoDamageState.StateManager.State.NoConduitContentsBoiling)) { return(false); } else if (hash == GameHashes.ConduitContentsFrozen && (NoDamageState.StateManager.State.DisableAllDamage || NoDamageState.StateManager.State.NoConduitContentsFrozen)) { return(false); } else if (hash == GameHashes.DoBuildingDamage && (NoDamageState.StateManager.State.DisableAllDamage || NoDamageState.StateManager.State.NoBuildingDamage)) { return(false); } return(true); /* * switch (hash) * { * case GameHashes.ConduitContentsBoiling: * case GameHashes.ConduitContentsFrozen: * case GameHashes.DoBuildingDamage: * return false; * default: * break; * } * return true; */ }
public void Trigger(GameHashes hash, object data = null) { gameObject.GetComponent <KPrefabID>().Trigger((int)hash, data); }
public static int ToInt(this GameHashes hashes) { return((int)hashes); }
internal static void Subscribe(this KMonoBehaviour behavior, GameHashes hash, Action <object> handler) { behavior.Subscribe((int)hash, handler); }
internal static int Subscribe <ComponentType>(this KMonoBehaviour behaviour, GameObject target, GameHashes hash, Action <object> handler) where ComponentType : Component { return(behaviour.Subscribe(target, (int)hash, handler)); }
// wrapper to avoid typecasting hash internal static int Subscribe <ComponentType>(this KMonoBehaviour behaviour, GameHashes hash, EventSystem.IntraObjectHandler <ComponentType> handler) where ComponentType : Component { return(behaviour.Subscribe((int)hash, handler)); }