private static void CheckForSceneInitialized() { if (HasFinishedLoading) { CumHandler.OnLevelWasInitialized(LastSceneIndex); HasFinishedLoading = false; } }
private static void CheckForSceneFinishedLoading() { if (IsLoading) { CumHandler.OnLevelWasLoaded(LastSceneIndex); HasFinishedLoading = true; IsLoading = false; } }
void Update() { transform.SetAsLastSibling(); if (Main.CurrentScene != Application.loadedLevel) { SceneHandler.OnSceneLoad(Application.loadedLevel); Main.CurrentScene = Application.loadedLevel; } CumHandler.OnUpdate(); }
void OnApplicationQuit() { Destroy(); CumHandler.OnApplicationQuit(); }
void OnGUI() => CumHandler.OnGUI();
void LateUpdate() => CumHandler.OnLateUpdate();
void FixedUpdate() => CumHandler.OnFixedUpdate();
void FixedUpdate() { CumHandler.OnFixedUpdate(); CumCoroutines.ProcessWaitForFixedUpdate(); }
void Update() { transform.SetAsLastSibling(); CumHandler.OnUpdate(); CumCoroutines.Process(); }
public static void OnSceneLoad(int current_scene) { bool should_run = true; if (Imports.IsIl2CppGame()) { if (CumLoaderBase._IsBoneworks) { if (!Boneworks_HasGotLoadingSceneIndex) { if (current_scene != 0) { Boneworks_LoadingSceneIndex = current_scene; Boneworks_HasGotLoadingSceneIndex = true; should_run = false; } else { LastSceneIndex = current_scene; IsLoading = true; should_run = false; } } else { if (current_scene == -1) { should_run = false; } else { if (current_scene == Boneworks_LoadingSceneIndex) { ShouldWait = true; } else { LastSceneIndex = current_scene; IsLoading = true; should_run = false; ShouldWait = false; } } } } } if (should_run) { LastSceneIndex = current_scene; if (!ShouldWait) { IsLoading = true; } if (CumLoaderBase._IsBoneworks) { CumHandler.OnLevelIsLoading(); } else { CheckForSceneFinishedLoading(); } } }