Пример #1
0
        private static void Lookout_Interact(On.Celeste.Lookout.orig_Interact orig, Lookout self, Player player)
        {
            orig(self, player);

            foreach (Player player2 in self.SceneAs <Level>().Tracker.GetEntities <Player>())
            {
                player2.StateMachine.State = Player.StDummy;
            }
        }
Пример #2
0
        private static void Lookout_StopInteracting(On.Celeste.Lookout.orig_StopInteracting orig, Lookout self)
        {
            orig(self);

            foreach (Player player2 in self.SceneAs <Level>().Tracker.GetEntities <Player>())
            {
                player2.StateMachine.State = Player.StNormal;
            }
        }
Пример #3
0
        private static IEnumerator Lookout_LookRoutine(On.Celeste.Lookout.orig_LookRoutine orig, Lookout self, Player player)
        {
            List <Entity> players = self.SceneAs <Level>().Tracker.GetEntities <Player>();
            Entity        closest = EntityHelper.GetClosestEntity(self, players);

            setPlayerState(players, closest, Player.StDummy);

            yield return(orig(self, closest as Player));

            setPlayerState(players, closest, Player.StNormal);
        }
Пример #4
0
        private static IEnumerator Lookout_LookRoutine(On.Celeste.Lookout.orig_LookRoutine orig, Lookout self, Player player)
        {
            List <Entity> players = self.SceneAs <Level>().Tracker.GetEntities <Player>();

            setPlayerState(players, closestLookoutPlayer, Player.StDummy);

            IEnumerator origEnumerator = orig(self, closestLookoutPlayer);

            while (origEnumerator.MoveNext())
            {
                yield return(origEnumerator.Current);
            }

            setPlayerState(players, closestLookoutPlayer, Player.StNormal);
        }