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using Celeste.Mod.UI;
using FMOD.Studio;
using Microsoft.Xna.Framework;
using Monocle;
using Celeste;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Celeste.Mod.Example {
public class ExampleModule : EverestModule {
// Only one alive module instance can exist at any given time.
public static ExampleModule Instance;
public ExampleModule() {
Instance = this;
}
// Check the next section for more information about mod settings, save data and session.
// Those are optional: if you don't need one of those, you can remove it from the module.
// If you need to store settings:
public override Type SettingsType => typeof(ExampleModuleSettings);
public static ExampleModuleSettings Settings => (ExampleModuleSettings) Instance._Settings;
// If you need to store save data:
public override Type SaveDataType => typeof(ExampleModuleSaveData);
public static ExampleModuleSaveData SaveData => (ExampleModuleSaveData) Instance._SaveData;
// If you need to store session data:
public override Type SessionType => typeof(ExampleModuleSession);
public static ExampleModuleSession Session => (ExampleModuleSession) Instance._Session;
// Set up any hooks, event handlers and your mod in general here.
// Load runs before Celeste itself has initialized properly.
public override void Load() {
On.Celeste.Player.Jump += modPlayerJump;
}
private void modPlayerJump(On.Celeste.Player.orig_Jump orig, Player self, bool particles = true, bool playSfx = true) {
return
}
// Optional, initialize anything after Celeste has initialized itself properly.
public override void Initialize() {
}
// Optional, do anything requiring either the Celeste or mod content here.
public override void LoadContent(bool firstLoad) {
}
// Unload the entirety of your mod's content. Free up any native resources.
public override void Unload() {
On.Celeste.Player.Jump -= modPlayerJump;
}
}
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