예제 #1
0
            static void Postfix(TurnDirector __instance)
            {
                Mod.Log.Debug?.Write("TD:OCGD entered");

                ModState.Reset();
                // DO NOT OVERWRITE CombatDamage!
            }
예제 #2
0
        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();
        }
예제 #4
0
        public override void OnNewGameCreated(Game game, object obj)
        {
            if (game.GameType is Campaign)
            {
                ModState.Reset();

                TournamentBuilder.CreateInitialTournaments();
            }
        }
예제 #5
0
        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;
        }
예제 #6
0
        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();
        }
예제 #7
0
        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;
        }
예제 #9
0
 static void Postfix(CombatGameState __instance)
 {
     ModState.Reset();
 }