public void Awake() { chainedPuzzleInstance = GetComponentInChildren <ChainedPuzzleInstance>(); id = chainedPuzzleInstance.GetInstanceID(); sound = new CellSoundPlayer(new Vector3(transform.position.x, transform.position.y + 50, transform.position.z)); //lightCollection = LG_LightCollection.Create(chainedPuzzleInstance.m_sourceArea.m_courseNode, new Vector3(0, 0, 0), LG_LightCollectionSorting.Distance, float.MaxValue); Patch_StateChange.OnInteract += onStateChange; }
private void CreateLightCollection() { if (lightCollection == null) { chainedPuzzleInstance = GetComponentInChildren <ChainedPuzzleInstance>(); lightCollection = LG_LightCollection.Create(chainedPuzzleInstance.m_sourceArea.m_courseNode, new Vector3(0, 0, 0), LG_LightCollectionSorting.Distance, float.MaxValue); } }
public static void Postfix(ChainedPuzzleInstance __instance, ChainedPuzzleDataBlock data) { foreach (var item in data.ChainedPuzzle) { if (item.PuzzleType == 999) { __instance.gameObject.AddComponent <LightManager>(); } } }
public static void Postfix(pChainedPuzzleState newState, ChainedPuzzleInstance __instance) { OnInteract?.Invoke(newState, __instance.GetInstanceID()); }