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Main.cs
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using MelonLoader;
// steam debug params: --melonloader.launchdebugger --melonloader.debug
namespace DeemoRebirth {
public class DeemoRebirth :MelonMod {
public override void OnInitializeMelon () {
// MelonLogger.Msg("OnInitializeMelon");
Config.Initialize();
if (!Config.Core.ModEnabled) {
MelonLogger.Warning("DeemoRebirth disabled, Unloading");
this.Unregister();
}
Modules.DisableVSync.Methods.Init();
}
public override void OnApplicationStart () // Runs after Game Initialization.
{
// MelonLogger.Msg("OnApplicationStart");
Modules.Watermark.Events.OnApplicationStart();
Modules.CheckForUpdates.Events.OnApplicationStart();
}
public override void OnApplicationLateStart () // Runs after OnApplicationStart.
{
// MelonLogger.Msg("OnApplicationLateStart");
Modules.DiscordRP.Events.OnApplicationStart();
}
public override void OnSceneWasLoaded (int buildindex, string sceneName) // Runs when a Scene has Loaded and is passed the Scene's Build Index and Name.
{
// MelonLogger.Msg("OnSceneWasLoaded: " + buildindex.ToString() + " | " + sceneName);
Modules.DiscordRP.Events.OnSceneWasLoaded(buildindex, sceneName);
}
public override void OnSceneWasInitialized (int buildindex, string sceneName) // Runs when a Scene has Initialized and is passed the Scene's Build Index and Name.
{
// MelonLogger.Msg("OnSceneWasInitialized: " + buildindex.ToString() + " | " + sceneName);
Modules.RemoveGameplayBackgrounds.Events.OnSceneWasInitialized(buildindex, sceneName);
}
public override void OnUpdate () // Runs once per frame.
{
Modules.DiscordRP.Events.OnUpdate();
// MelonLogger.Msg("OnUpdate");
}
public override void OnFixedUpdate () // Can run multiple times per frame. Mostly used for Physics.
{
// MelonLogger.Msg("OnFixedUpdate");
}
public override void OnLateUpdate () // Runs once per frame after OnUpdate and OnFixedUpdate have finished.
{
// MelonLogger.Msg("OnLateUpdate");
}
public override void OnGUI () // Can run multiple times per frame. Mostly used for Unity's IMGUI.
{
// MelonLogger.Msg("OnGUI");
Modules.Watermark.Events.OnGUI();
}
public override void OnApplicationQuit () // Runs when the Game is told to Close.
{
Modules.DiscordRP.Events.OnApplicationQuit();
// MelonLogger.Msg("OnApplicationQuit");
}
public override void OnPreferencesSaved () // Runs when Melon Preferences get saved.
{
// MelonLogger.Msg("OnPreferencesSaved");
}
public override void OnPreferencesLoaded () // Runs when Melon Preferences get loaded.
{
// MelonLogger.Msg("OnPreferencesLoaded");
}
}
}