Пример #1
0
        private void PlayerHair_AfterUpdate(On.Celeste.PlayerHair.orig_AfterUpdate orig, PlayerHair self)
        {
            if (!(self.Entity is Player) || !Settings.Enabled || (self.Entity as Player).Dashes > MAX_DASH_COUNT)
            {
                orig(self);
                return;
            }

            Player player = (Player)self.Entity;

            Instance.time   += Engine.DeltaTime;
            maddyCrownSprite = null;
            Instance.UpdateHairLength(self);

            IHairType hair = Instance.triggerManager.GetHair(player.Dashes);

            if (hair != null)
            {
                hair.AfterUpdate(orig, self);
            }
            else
            {
                orig(self); //this really shouldn't happen, only happens when using the load command from the main menu, so we'll reload the trigger manager
                triggerManager.LoadFromSettings();
            }
        }
Пример #2
0
 private void PlayerHair_AfterUpdate(On.Celeste.PlayerHair.orig_AfterUpdate orig, PlayerHair self)
 {
     if ((self.Entity is Player) && Settings.Enabled)
     {
         Player player = (Player)self.Entity;
         player.Hair.Color        = GetCurrentColor(player.Dashes, 0, player.Hair);
         Hyperline.Instance.Time += Engine.DeltaTime;
         MaddyCrownSprite         = null;
         Instance.UpdateHairLength(self);
     }
     orig(self);
 }