forked from nikita/muzika-gromche
Save Harmony own instance in private static
That's how other mods do it. Might be useful to reload patches.
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@ -27,6 +27,7 @@ namespace MuzikaGromche
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[BepInDependency("BMX.LobbyCompatibility", BepInDependency.DependencyFlags.SoftDependency)]
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[BepInDependency("BMX.LobbyCompatibility", BepInDependency.DependencyFlags.SoftDependency)]
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public class Plugin : BaseUnityPlugin
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public class Plugin : BaseUnityPlugin
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{
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{
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private static Harmony Harmony = null!;
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internal static ManualLogSource Log = null!;
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internal static ManualLogSource Log = null!;
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internal new static Config Config { get; private set; } = null!;
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internal new static Config Config { get; private set; } = null!;
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@ -945,17 +946,17 @@ namespace MuzikaGromche
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Config = new Config(base.Config);
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Config = new Config(base.Config);
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DiscoBallManager.Load();
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DiscoBallManager.Load();
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PoweredLightsAnimators.Load();
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PoweredLightsAnimators.Load();
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var harmony = new Harmony(PluginInfo.PLUGIN_NAME);
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Harmony = new Harmony(PluginInfo.PLUGIN_NAME);
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harmony.PatchAll(typeof(GameNetworkManagerPatch));
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Harmony.PatchAll(typeof(GameNetworkManagerPatch));
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harmony.PatchAll(typeof(JesterPatch));
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Harmony.PatchAll(typeof(JesterPatch));
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harmony.PatchAll(typeof(EnemyAIPatch));
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Harmony.PatchAll(typeof(EnemyAIPatch));
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harmony.PatchAll(typeof(PoweredLightsAnimatorsPatch));
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Harmony.PatchAll(typeof(PoweredLightsAnimatorsPatch));
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harmony.PatchAll(typeof(AllPoweredLightsPatch));
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Harmony.PatchAll(typeof(AllPoweredLightsPatch));
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harmony.PatchAll(typeof(DiscoBallTilePatch));
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Harmony.PatchAll(typeof(DiscoBallTilePatch));
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harmony.PatchAll(typeof(DiscoBallDespawnPatch));
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Harmony.PatchAll(typeof(DiscoBallDespawnPatch));
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harmony.PatchAll(typeof(SpawnRatePatch));
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Harmony.PatchAll(typeof(SpawnRatePatch));
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harmony.PatchAll(typeof(DeathScreenGameOverTextResetPatch));
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Harmony.PatchAll(typeof(DeathScreenGameOverTextResetPatch));
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harmony.PatchAll(typeof(ScreenFiltersManager.HUDManagerScreenFiltersPatch));
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Harmony.PatchAll(typeof(ScreenFiltersManager.HUDManagerScreenFiltersPatch));
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NetcodePatcher();
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NetcodePatcher();
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Compatibility.Register(this);
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Compatibility.Register(this);
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}
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}
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