示例#1
0
 public void OnLoad()
 {
     mod.Load();
     if (mod.EnabledWrapper.Value)
     {
         On.Dungeon.Update += Dungeon_Update;
     }
 }
示例#2
0
 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!
     }
 }
示例#4
0
 public override void OnLoad()
 {
     mod.Load();
     if (mod.settings.Enabled)
     {
         On.Dungeon.Update += Dungeon_Update;
     }
 }
示例#5
0
 public void OnLoad()
 {
     mod.Load();
     if (mod.EnabledWrapper.Value)
     {
         On.Session.Update    += Session_Update;
         On.Dungeon.SpawnExit += Dungeon_SpawnExit;
     }
 }
示例#6
0
 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;
     }
 }
示例#7
0
 public override void OnLoad()
 {
     mod.Load();
     if (mod.settings.Enabled)
     {
         On.Dungeon.GetDustProd += Dungeon_GetDustProd;
         On.Room.Open           += Room_Open;
     }
 }
示例#8
0
 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;
     }
 }
示例#10
0
 public override void OnLoad()
 {
     mod.Load();
     if (mod.settings.Enabled)
     {
         On.Session.Update    += Session_Update;
         On.Dungeon.SpawnExit += Dungeon_SpawnExit;
     }
 }
示例#11
0
 public override void OnLoad()
 {
     mod.Load();
     if (mod.settings.Enabled)
     {
         On.Hero.Init += Hero_Init;
         On.Hero.ModifyLocalActiveHeroes += Hero_ModifyLocalActiveHeroes;
     }
 }
示例#12
0
 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;
     }
 }
示例#13
0
 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!
     }
 }
示例#15
0
 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;
     }
 }
示例#16
0
 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;
     }
 }
示例#17
0
 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;
     }
 }
示例#18
0
 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;
     }
 }