static bool Load(UnityModManager.ModEntry modEntry) { try { logger = modEntry.Logger; harmony = Harmony12.HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); } catch (Exception ex) { DebugError(ex); throw ex; } return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { try { logger = modEntry.Logger; harmony = Harmony.HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); forceSelfBuffs = new ForceSelfBuffs(); EventBus.Subscribe(forceSelfBuffs); } catch (Exception ex) { DebugError(ex); throw ex; } return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { try { settings = Settings.Load(modEntry); modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; logger = modEntry.Logger; var harmony = HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); Reload(modEntry); } catch (Exception ex) { DebugError(ex); throw ex; } return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { try { logger = modEntry.Logger; harmony = Harmony12.HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); if (settings.swap_weapon_sets_as_move_action) { Main.logger.Log("Changing weapons will take move action."); NewMechanics.WeaponSetSwapPatch.Run(); } } catch (Exception ex) { DebugError(ex); throw ex; } return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { try { ModSettings = UnityModManager.ModSettings.Load <Settings>(modEntry); modEnabled = modEntry.Active; modEntry.OnSaveGUI = OnSaveGui; modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGui; logger = modEntry.Logger; Main.DebugLog("Loading CL29"); var harmony = Harmony12.HarmonyInstance.Create(modEntry.Info.Id); harmony.PatchAll(Assembly.GetExecutingAssembly()); } catch (Exception ex) { DebugError(ex); throw ex; } return(true); }
static bool Load(UnityModManager.ModEntry modEntry) { try { logger = modEntry.Logger; modId = modEntry.Info.Id; settings = UnityModManager.ModSettings.Load <Settings>(modEntry); HarmonyInstance = new Harmony(modEntry.Info.Id); HarmonyInstance.PatchAll(Assembly.GetExecutingAssembly()); modEntry.OnToggle = OnToggle; modEntry.OnGUI = OnGUI; modEntry.OnSaveGUI = OnSaveGUI; #if DEBUG modEntry.OnUnload = Unload; #endif KingdomStash.Init(); } catch (Exception ex) { Error(ex); throw ex; } return(true); }