public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.Dungeon.Update += Dungeon_Update; } }
public override void OnLoad() { mod.Load(); if (mod.settings.Enabled) { On.GameClientState_AllDungeonsFilled.Begin += GameClientState_AllDungeonsFilled_Begin;; } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { // Add hooks here! } }
public override void OnLoad() { mod.Load(); if (mod.settings.Enabled) { On.Dungeon.Update += Dungeon_Update; } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.Session.Update += Session_Update; On.Dungeon.SpawnExit += Dungeon_SpawnExit; } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.Room.CanBePowered_refString_bool_bool_bool_bool_bool += Room_CanBePowered; On.Room.CanBeUnpowered += Room_CanBeUnpowered; } }
public override void OnLoad() { mod.Load(); if (mod.settings.Enabled) { On.Dungeon.GetDustProd += Dungeon_GetDustProd; On.Room.Open += Room_Open; } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.DungeonGenerator2.GenerateDungeonCoroutine += DungeonGenerator2_GenerateDungeonCoroutine; // Add hooks here! } }
public override void OnLoad() { mod.Load(); if (mod.settings.Enabled) { On.Room.CanBePowered_refString_bool_bool_bool_bool_bool += Room_CanBePowered; On.Room.CanBeUnpowered += Room_CanBeUnpowered; } }
public override void OnLoad() { mod.Load(); if (mod.settings.Enabled) { On.Session.Update += Session_Update; On.Dungeon.SpawnExit += Dungeon_SpawnExit; } }
public override void OnLoad() { mod.Load(); if (mod.settings.Enabled) { On.Hero.Init += Hero_Init; On.Hero.ModifyLocalActiveHeroes += Hero_ModifyLocalActiveHeroes; } }
public override void OnLoad() { mod.Load(); if (mod.settings.Enabled) { On.Dungeon.GetFoodProd += Dungeon_GetFoodProd; On.Dungeon.GetIndustryProd += Dungeon_GetIndustryProd; On.Dungeon.GetScienceProd += Dungeon_GetScienceProd; } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.Dungeon.PrepareForNewGame += Dungeon_PrepareForNewGame; On.Dungeon.PrepareForNextLevel += Dungeon_PrepareForNextLevel; On.Dungeon.Update += Dungeon_Update; // Add hooks here! } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.MoviePanel.OnMoviePlaybackComplete += MoviePanel_OnMoviePlaybackComplete; On.Lift.Show += Lift_Show; On.GameSelectionPanel.Display += GameSelectionPanel_Display; On.GameSelectionPanel.RefreshContent += GameSelectionPanel_RefreshContent; // Add hooks here! } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.Dungeon.RPC_DoLevelOver += Dungeon_RPC_DoLevelOver; On.Session.Update += Session_Update; On.Hero.MoveToDoor += Hero_MoveToDoor; On.Hero.MoveToRoom += Hero_MoveToRoom; On.VictoryPanel.Show += VictoryPanel_Show; On.Dungeon.PrepareForNewGame += Dungeon_PrepareForNewGame; } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { // This reads all of the seeds that we have in local files into RAM so that we can use it. SeedCollection.ReadAll(); // When the level loads, need to instead load a seed from config, for example // So the only things that seem to exist in the same locations are the layouts, layout sizes, and exits // Other static/dynamic events are unknown based off of solely Seed // However... What if I used recursive logging to find all of the data i need, then use recursive reading/setting in the same order. On.InputManager.Update += InputManager_Update; } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.Hero.OnRightClickDown += Hero_OnRightClickDown; On.NPCMerchant.OnRightClickDown += NPCMerchant_OnRightClickDown; On.Room.OnRightClickDown += Room_OnRightClickDown; On.Door.OnRightClickDown += Door_OnRightClickDown; On.RoomTacticalMapElement.OnRightClickDown += RoomTacticalMapElement_OnRightClickDown; On.MajorModule.OnRightClickDown += MajorModule_OnRightClickDown; On.CrystalPanel.OnUnplugButtonClicked += CrystalPanel_OnUnplugButtonClicked; On.InputManager.Update += InputManager_Update; On.Hero.OnBlockingDoorOpened += Hero_OnBlockingDoorOpened; } }
public void OnLoad() { mod.Load(); if (mod.EnabledWrapper.Value) { On.InputManager.Update += InputManager_Update; On.Module.BuildingUpdate += Module_BuildingUpdate; On.MinorModule.Update += MinorModule_Update; On.Hero.Update += Hero_Update; On.Mob.Update += Mob_Update; On.Mover.Update += Mover_Update; On.Attacker.Update += Attacker_Update; // Precision Seed Control On.Dungeon.TriggerEvents += Dungeon_TriggerEvents; // Playback On.InputManager.Update_MouseEvents += InputManager_Update_MouseEvents; On.InputManager.GetControlStatus += InputManager_GetControlStatus; On.InputManager.TriggerClickDownEvent += InputManager_TriggerClickDownEvent; On.InputManager.TriggerClickUpEvent += InputManager_TriggerClickUpEvent; On.DungeonGenerator2.GenerateDungeonCoroutine += DungeonGenerator2_GenerateDungeonCoroutine; } }