public static void Prefix(DropshipLocation state) { if (state != DropshipLocation.NAVIGATION) { MapModesUI.TurnMapModeOff(); } }
public static void Prefix(SimGameState __instance, DropshipLocation state) { if (state == DropshipLocation.MECH_BAY) { BTMechDumper.DumpData(__instance); } }
public static void Prefix(SimGameState __instance, DropshipLocation state) { if (state == DropshipLocation.MECH_BAY && Input.GetKey(KeyCode.LeftShift)) { BTMechDumper.DumpData(__instance); } }
public static bool Prefix(SimGameState __instance, DropshipLocation state) { if (state == DropshipLocation.CPT_QUARTER && Input.GetKey(KeyCode.LeftShift)) { __instance.InterruptQueue.AddInterrupt(new TimeSkip_InterruptManager_AskTimeSkip(__instance), true); return(false); } return(true); }
private static void QueueOrForceActivation(DropshipMenuType menuType, DropshipLocation location, SGNavigationWidgetLeft sgnwl, SimGameState sgs) { if (sgs.CameraController.betweenRoomTransitionTime == 0f && sgs.CameraController.inRoomTransitionTime == 0f) { // Check for a 0 animation time on SGRoomManager; if set, BTPerfFix is active and we need to force a transition Mod.Log.Info?.Write($"DEBUG - calling SetSubroom for location:{location} and menuType:{menuType}!"); sgs.RoomManager.ChangeRoom(location); sgs.RoomManager.SetSubRoom(location, menuType); } else { // Let the animation happen via the queued activation Mod.Log.Info?.Write("DEBUG - calling SetQueuedUIActivationID!"); sgnwl.SetQueuedUIActivationID(menuType, location); } }
static void Prefix(SimGameState __instance, DropshipLocation state) { try { if (state == DropshipLocation.SHOP) { if (__instance.CurSystem.Shop == null) { __instance.CurSystem.InitializeShop(); } else { __instance.CurSystem.Shop.UpdateShop(true); } } } catch (Exception e) { Logger.LogError(e); } }