예제 #1
0
 /// <summary>
 /// Transitions to the GameOverScene, does not clear game data
 /// </summary>
 public static void ShowGameOver()
 {
     ProxyUtils.InvokeStaticProxied(SharedUtilsTypeName, "ShowGameOver");
 }
예제 #2
0
 /// <summary>
 /// Finds all entities with form ID (entity name)
 /// </summary>
 public static IList FindEntitiesWithFormID(string formID)
 {
     return((IList)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "FindEntitiesWithFormID", formID));
 }
예제 #3
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 /// <summary>
 /// Finds all entities with CommonCore tag
 /// </summary>
 public static IList FindEntitiesWithTag(string tag)
 {
     return((IList)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "FindEntitiesWithTag", tag));
 }
예제 #4
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 /// <summary>
 /// Saves the current state to file
 /// </summary>
 /// <param name="saveName">The name of the save file, with prefix and extension but without path</param>
 /// <param name="commit">Whether to commit or not</param>
 public static void SaveGame(string saveName, bool commit, bool force)
 {
     ProxyUtils.InvokeStaticProxied(SharedUtilsTypeName, "SaveGame", saveName, commit, force);
 }
예제 #5
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 /// <summary>
 /// Gets the last save file, or null if it doesn't exist
 /// </summary>
 public static string GetLastSave()
 {
     return((string)ProxyUtils.InvokeStaticProxied(SaveUtilsTypeName, "GetLastSave"));
 }
예제 #6
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 /// <summary>
 /// Clears data, sets up MetaState, and transitions to specified scene
 /// </summary>
 public static void EndGame(string sceneOverride)
 {
     ProxyUtils.InvokeStaticProxied(SharedUtilsTypeName, "EndGame", sceneOverride);
 }
예제 #7
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 /// <summary>
 /// Changes to a new scene, setting up state and calling transitions appropriately
 /// </summary>
 public static void ChangeScene(string scene, bool skipLoading)
 {
     ProxyUtils.InvokeStaticProxied(SharedUtilsTypeName, "ChangeScene", scene, skipLoading);
 }
예제 #8
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 /// <summary>
 /// Gets the player object (or null if it doesn't exist)
 /// </summary>
 public static GameObject GetPlayerObject()
 {
     return((GameObject)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "GetPlayerObject"));
 }
예제 #9
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 /// <summary>
 /// Finds the player and returns their controller (does not guarantee an actual PlayerController!)
 /// </summary>
 public static MonoBehaviour GetPlayerController()
 {
     return((MonoBehaviour)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "GetPlayerController"));
 }
예제 #10
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 /// <summary>
 /// Creates an autosave
 /// </summary>
 /// <remarks>Note that this does not display the indicator and can throw exceptions</remarks>
 public static void DoAutoSaveEx(bool commit, bool force)
 {
     ProxyUtils.InvokeStaticProxied(SaveUtilsTypeName, "DoAutoSaveEx", commit, force);
 }
예제 #11
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 /// <summary>
 /// Creates a full finalsave
 /// </summary>
 /// <remarks>
 /// <para>Ignores all restrictions on saving; finalsaves are special</para>
 /// <para>Does not commit scene state before saving</para>
 /// </remarks>
 public static void DoFinalSaveEx()
 {
     ProxyUtils.InvokeStaticProxied(SaveUtilsTypeName, "DoFinalSaveEx");
 }
예제 #12
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 /// <summary>
 /// Creates an autosave, if allowed to do so, displaying an indicator and suppressing exceptions
 /// </summary>
 public static void DoAutoSave(bool commit)
 {
     ProxyUtils.InvokeStaticProxied(SaveUtilsTypeName, "DoAutoSave", commit);
 }
예제 #13
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 /// <summary>
 /// Creates an autosave, if allowed to do so, displaying an indicator and suppressing exceptions
 /// </summary>
 /// <remarks>Defaults to commit=false</remarks>
 public static void DoAutoSave()
 {
     ProxyUtils.InvokeStaticProxied(SaveUtilsTypeName, "DoAutoSave");
 }
예제 #14
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 /// <summary>
 /// Loads the quicksave if it exists
 /// </summary>
 /// <remarks>Note that this does not display the indicator and can throw exceptions</remarks>
 public static void DoQuickLoadEx()
 {
     ProxyUtils.InvokeStaticProxied(SaveUtilsTypeName, "DoQuickLoadEx");
 }
예제 #15
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 /// <summary>
 /// Gets the currently active "main" camera
 /// </summary>
 /// <remarks>
 /// <para>The logic for this is different than Camera.main. It searches the player object, if it exists, first.</para>
 /// <para>Note that this is potentially very slow: it has good best-case but horrendous worst-case performance.</para>
 /// </remarks>
 public static Camera GetActiveCamera()
 {
     return((Camera)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "GetActiveCamera"));
 }
예제 #16
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 /// <summary>
 /// Checks if this scene is considered a world scene (ie has WorldSceneController)
 /// </summary>
 public static bool IsWorldScene()
 {
     return((bool)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "IsWorldScene"));
 }
예제 #17
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 /// <summary>
 /// Clears data, sets up MetaState, and transitions to main menu scene
 /// </summary>
 public static void EndGame()
 {
     ProxyUtils.InvokeStaticProxied(SharedUtilsTypeName, "EndGame");
 }
예제 #18
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 /// <summary>
 /// Finds a child by name, recursively, and ignores placeholders
 /// </summary>
 public static Transform FindDeepChildIgnorePlaceholders(Transform aParent, string aName)
 {
     return((Transform)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "FindDeepChildIgnorePlaceholders", aParent, aName));
 }
예제 #19
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 /// <summary>
 /// Changes to a new scene, setting up state and calling transitions appropriately
 /// </summary>
 public static void ChangeScene(string scene)
 {
     ProxyUtils.InvokeStaticProxied(SharedUtilsTypeName, "ChangeScene", scene);
 }
예제 #20
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 /// <summary>
 /// Finds an object by thing ID (name)
 /// </summary>
 public static GameObject FindObjectByTID(string TID)
 {
     return((GameObject)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "FindObjectByTID", TID));
 }
예제 #21
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 /// <summary>
 /// Loads a saved game to state and transitions to its scene
 /// </summary>
 /// <param name="saveName">The name of the save file, with prefix and extension but without path</param>
 public static void LoadGame(string saveName, bool force)
 {
     ProxyUtils.InvokeStaticProxied(SharedUtilsTypeName, "LoadGame", saveName, force);
 }
예제 #22
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 /// <summary>
 /// Finds an entity by thing ID (name)
 /// </summary>
 public static MonoBehaviour FindEntityByTID(string TID)
 {
     return((MonoBehaviour)ProxyUtils.InvokeStaticProxied(WorldUtilsTypeName, "FindEntityByTID", TID));
 }
예제 #23
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 /// <summary>
 /// Gets the scene controller (returns null on fail)
 /// </summary>
 public static MonoBehaviour TryGetSceneController()
 {
     return((MonoBehaviour)ProxyUtils.InvokeStaticProxied(SharedUtilsTypeName, "TryGetSceneController"));
 }
예제 #24
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 /// <summary>
 /// Gets a safe name for a save
 /// </summary>
 public static string GetSafeName(string name)
 {
     return((string)ProxyUtils.InvokeStaticProxied(SaveUtilsTypeName, "GetSafeName", name));
 }