static void Postfix(TurnDirector __instance) { Mod.Log.Debug?.Write("TD:OCGD entered"); ModState.Reset(); // DO NOT OVERWRITE CombatDamage! }
static void Postfix() { Mod.Log.Trace?.Write("CGS:OCGD - entered."); ModState.Reset(); VisibilityCacheGate.Reset(); }
public static void Postfix() { Mod.Log.Trace?.Write("CGS:OCGD - entered."); // Reset any combat state ModState.Reset(); }
public override void OnNewGameCreated(Game game, object obj) { if (game.GameType is Campaign) { ModState.Reset(); TournamentBuilder.CreateInitialTournaments(); } }
static void Postfix(CombatGameState __instance) { Mod.Log.Trace?.Write("CGS:_I - entered."); // Re-initialize everything to give us a clean slate. ModState.Reset(); ModState.Combat = __instance; }
static void Postfix(CombatGameState __instance) { Mod.Log.Trace?.Write("CGS:OCGD - entered."); // Remove any trap turrets for salvage try { DataLoadHelper.UnloadAmbushResources(__instance); } catch (Exception e) { Mod.Log.Error?.Write(e, "Failed to unload ambush resources due to exception!"); ModState.IsUrbanBiome = false; } ModState.Reset(); }
public static void Prefix(TurnDirector __instance) { Mod.Log.Debug?.Write($"TD:OCGD entered"); // Remove all combat state CombatHUD_SubscribeToMessages.OnCombatGameDestroyed(__instance.Combat); // Unsubscribe from actor selected messages __instance.Combat.MessageCenter.Subscribe(MessageCenterMessageType.ActorSelectedMessage, new ReceiveMessageCenterMessage(SelectedActorHelper.OnActorSelectedMessage), false); __instance.Combat.MessageCenter.Subscribe(MessageCenterMessageType.OnAuraAdded, new ReceiveMessageCenterMessage(SelectedActorHelper.OnAuraAddedMessage), false); __instance.Combat.MessageCenter.Subscribe(MessageCenterMessageType.OnAuraRemoved, new ReceiveMessageCenterMessage(SelectedActorHelper.OnAuraRemovedMessage), false); SelectedActorHelper.Combat = null; // Reset state ModState.Reset(); }
static void Postfix(SimGameState __instance, GameInstance game, SimGameDifficulty difficulty) { DataManager dm = UnityGameInstance.BattleTechGame.DataManager; LoadRequest loadRequest = dm.CreateLoadRequest(); // Need to load each unique icon Mod.Log.Info?.Write("-- Loading HUD icons"); loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.CrewPortrait_Aerospace, null); loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.CrewPortrait_MechTech, null); loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.CrewPortrait_MedTech, null); loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.CrewPortrait_Vehicle, null); loadRequest.ProcessRequests(); Mod.Log.Info?.Write("-- Done!"); // Reinitialize state ModState.Reset(); ModState.SimGameState = __instance; }
static void Postfix(CombatGameState __instance) { ModState.Reset(); }