public void UnLoad() { // Need to have a way of unloading entirety of the mod from only ScadMod (also deals with unloading partialitymod) mod.UnLoad(); On.Dungeon.GetDustProd -= Dungeon_GetDustProd; On.Room.Open -= Room_Open; }
public void UnLoad() { mod.UnLoad(); On.Dungeon.GetFoodProd -= Dungeon_GetFoodProd; On.Dungeon.GetIndustryProd -= Dungeon_GetIndustryProd; On.Dungeon.GetScienceProd -= Dungeon_GetScienceProd; }
public void UnLoad() { mod.UnLoad(); On.MoviePanel.OnMoviePlaybackComplete -= MoviePanel_OnMoviePlaybackComplete; On.GameSelectionPanel.Display -= GameSelectionPanel_Display; On.GameSelectionPanel.RefreshContent -= GameSelectionPanel_RefreshContent; // Remove hooks here! }
public void UnLoad() { mod.UnLoad(); // Remove hooks here! On.Dungeon.PrepareForNewGame -= Dungeon_PrepareForNewGame; On.Dungeon.PrepareForNextLevel -= Dungeon_PrepareForNextLevel; On.Dungeon.Update -= Dungeon_Update; }
public void UnLoad() { mod.UnLoad(); On.Dungeon.RPC_DoLevelOver -= Dungeon_RPC_DoLevelOver; On.Session.Update -= Session_Update; On.Hero.MoveToDoor -= Hero_MoveToDoor; On.Hero.MoveToRoom -= Hero_MoveToRoom; On.VictoryPanel.Show -= VictoryPanel_Show; On.Dungeon.PrepareForNewGame -= Dungeon_PrepareForNewGame; }
public void UnLoad() { mod.UnLoad(); On.Hero.OnRightClickDown -= Hero_OnRightClickDown; On.NPCMerchant.OnRightClickDown -= NPCMerchant_OnRightClickDown; On.Room.OnRightClickDown -= Room_OnRightClickDown; On.Door.OnRightClickDown -= Door_OnRightClickDown; On.RoomTacticalMapElement.OnRightClickDown -= RoomTacticalMapElement_OnRightClickDown; On.MajorModule.OnRightClickDown -= MajorModule_OnRightClickDown; On.CrystalPanel.OnUnplugButtonClicked -= CrystalPanel_OnUnplugButtonClicked; On.InputManager.Update -= InputManager_Update; On.Hero.OnBlockingDoorOpened -= Hero_OnBlockingDoorOpened; }
public void UnLoad() { mod.UnLoad(); On.InputManager.Update -= InputManager_Update; On.Module.BuildingUpdate -= Module_BuildingUpdate; On.MinorModule.Update -= MinorModule_Update; On.Hero.Update -= Hero_Update; On.Mob.Update -= Mob_Update; On.Mover.Update -= Mover_Update; On.Attacker.Update -= Attacker_Update; On.Dungeon.TriggerEvents -= Dungeon_TriggerEvents; On.InputManager.Update_MouseEvents -= InputManager_Update_MouseEvents; On.InputManager.GetControlStatus -= InputManager_GetControlStatus; On.InputManager.TriggerClickDownEvent -= InputManager_TriggerClickDownEvent; On.InputManager.TriggerClickUpEvent -= InputManager_TriggerClickUpEvent; On.DungeonGenerator2.GenerateDungeonCoroutine -= DungeonGenerator2_GenerateDungeonCoroutine; }
public void UnLoad() { mod.UnLoad(); On.GameClientState_AllDungeonsFilled.Begin -= GameClientState_AllDungeonsFilled_Begin; }
public void UnLoad() { mod.UnLoad(); On.Dungeon.Update -= Dungeon_Update; }
public void UnLoad() { mod.UnLoad(); On.Session.Update -= Session_Update; On.Dungeon.SpawnExit -= Dungeon_SpawnExit; }
public void UnLoad() { mod.UnLoad(); On.Room.CanBePowered_refString_bool_bool_bool_bool_bool -= Room_CanBePowered; On.Room.CanBeUnpowered -= Room_CanBeUnpowered; }
public void UnLoad() { mod.UnLoad(); On.DungeonGenerator2.GenerateDungeonCoroutine -= DungeonGenerator2_GenerateDungeonCoroutine; // Remove hooks here! }
public void UnLoad() { mod.UnLoad(); // Remove hooks here! }
public void UnLoad() { mod.UnLoad(); On.InputManager.Update -= InputManager_Update; SeedCollection.UnLoad(); }