void QuickLoad() { // Setup start behaviour StartGameBehaviour startGameBehaviour = FindStartGameBehaviour(); startGameBehaviour.StartMethod = StartGameBehaviour.StartMethods.LoadDaggerfallUnityQuickSave; }
void Start() { startGameBehaviour = GameObject.FindObjectOfType <StartGameBehaviour>(); if (!startGameBehaviour) { throw new Exception("Could not find StartGameBehaviour in scene."); } }
void OpenSelectedSaveGame() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; // Setup start behaviour StartGameBehaviour startGameBehaviour = FindStartGameBehaviour(); startGameBehaviour.ClassicSaveIndex = selectedSaveGame; startGameBehaviour.StartMethod = StartGameBehaviour.StartMethods.LoadClassicSave; }
protected override void Setup() { // Must have a start game object to transmit character sheet startGameBehaviour = GameObject.FindObjectOfType <StartGameBehaviour>(); if (!startGameBehaviour) { throw new Exception("Could not find StartGameBehaviour in scene."); } // Wizard starts with race selection SetRaceSelectWindow(); }
StartGameBehaviour FindStartGameBehaviour() { // Get StartGameBehaviour StartGameBehaviour startGameBehaviour = GameObject.FindObjectOfType <StartGameBehaviour>(); if (!startGameBehaviour) { throw new Exception("Could not find StartGameBehaviour in scene."); } return(startGameBehaviour); }
private static void InitMod(bool lootRebalance, bool bandaging, bool conditionBasedPrices, bool enemyEquipment, bool skillStartEquip, bool skillStartSpells) { Debug.Log("Begin mod init: LootRealism"); if (lootRebalance) { // Iterate over the new mob enemy data array and load into DFU enemies data. foreach (int mobDataId in MobLootKeys.Keys) { // Log a message indicating the enemy mob being updated and update the loot key. Debug.LogFormat("Updating enemy loot key for {0} to {1}.", EnemyBasics.Enemies[mobDataId].Name, MobLootKeys[mobDataId]); EnemyBasics.Enemies[mobDataId].LootTableKey = (string)MobLootKeys[mobDataId]; } // Replace the default loot matrix table with custom data. LootTables.DefaultLootTables = LootRealismTables; } if (bandaging) { if (DaggerfallUnity.Instance.ItemHelper.RegisterItemUseHander((int)UselessItems2.Bandage, UseBandage)) { FormulaHelper.RegisterOverride(mod, "IsItemStackable", (Func <DaggerfallUnityItem, bool>)IsItemStackable); } else { Debug.LogWarning("LootRealism: Unable to register bandage use handler."); } } if (conditionBasedPrices) { FormulaHelper.RegisterOverride(mod, "ModifyFoundLootItems", (Func <DaggerfallUnityItem[], int>)RandomConditionFoundLootItems); FormulaHelper.RegisterOverride(mod, "CalculateCost", (Func <int, int, int, int>)CalculateConditionCost); } if (enemyEquipment) { EnemyEntity.AssignEnemyEquipment = AssignEnemyStartingEquipment; } StartGameBehaviour startGameBehaviour = GameManager.Instance.StartGameBehaviour; if (skillStartEquip) { startGameBehaviour.AssignStartingEquipment = AssignSkillEquipment; } if (skillStartSpells) { startGameBehaviour.AssignStartingSpells = AssignSkillSpellbook; } Debug.Log("Finished mod init: LootRealism"); }
void Awake() { alreadyStarted = false; currentInstance = this; playerReference.SetActive(false); }