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using AnodyneSharp.Entities;
using AnodyneSharp.Registry;
using AnodyneSharp.States;
using AnodyneSharp;
using HarmonyLib;
using System.Reflection;
namespace AnodyneArchipelago.Patches
{
[HarmonyPatch(typeof(AnodyneGame), "Update")]
class GameUpdatePatch
{
static void Postfix()
{
ArchipelagoManager.Update();
}
}
[HarmonyPatch(typeof(PlayState), nameof(PlayState.Create))]
class PlayStateCreatePatch
{
static void Prefix(PlayState __instance)
{
// Get player for later access.
FieldInfo playerField = typeof(PlayState).GetField("_player", BindingFlags.NonPublic | BindingFlags.Instance);
Plugin.Player = (Player)playerField.GetValue(__instance);
// Handle Red Grotto stuff.
GlobalState.events.SetEvent("red_cave_l_ss", 999);
GlobalState.events.SetEvent("red_cave_n_ss", 999);
GlobalState.events.SetEvent("red_cave_r_ss", 999);
// Connect to archipelago.
Plugin.Instance.Log.LogInfo("Connecting to Archipelago!");
ArchipelagoManager.Connect("localhost:38281", "Anodyne", "");
}
}
}
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