/// <summary>
 /// Applied before GetIdleCell runs.
 /// </summary>
 internal static void Prefix(IdleCellSensor ___idleCellSensor)
 {
     if (___idleCellSensor != null)
     {
         IdleCellSensorUpdater.Update(___idleCellSensor);
     }
 }
Exemplo n.º 2
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 /// <summary>
 /// Updates the sensors only once a second, as opposed to every frame.
 /// </summary>
 private void RunUpdate()
 {
     if (id != null && !id.HasTag(GameTags.Dead))
     {
         // The order of sensors matters here
         if (pathSensor != null)
         {
             PathProberSensorUpdater.Update(pathSensor);
         }
         if (pickupSensor != null)
         {
             PickupableSensorUpdater.Update(pickupSensor);
         }
         if (edibleSensor != null)
         {
             ClosestEdibleSensorUpdater.Update(edibleSensor);
         }
         if (balloonSensor != null && traits.HasTrait("BalloonArtist"))
         {
             BalloonStandCellSensorUpdater.Update(balloonSensor);
         }
         if (idleSensor != null)
         {
             IdleCellSensorUpdater.Update(idleSensor);
         }
         if (mingleSensor != null)
         {
             MingleCellSensorUpdater.Update(mingleSensor);
         }
         if (safeSensor != null)
         {
             SafeCellSensorUpdater.Update(safeSensor);
         }
         if (toiletSensor != null)
         {
             ToiletSensorUpdater.Update(toiletSensor);
         }
         // AssignableReachabilitySensor and BreathableAreaSensor are pretty cheap
     }
 }