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eModule.cs
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eModule.cs
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// Example usings.
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.e
{
public class eModule : EverestModule
{
// Only one alive module instance can exist at any given time.
public static eModule Instance;
public eModule()
{
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(eModuleSettings);
public static eModuleSettings Settings => (eModuleSettings)Instance._Settings;
// If you need to store save data:
/*public override Type SaveDataType => typeof(eModuleSaveData);
public static eModuleSaveData SaveData => (eModuleSaveData)Instance._SaveData;*/
// If you need to store session data:
public override Type SessionType => typeof(eModuleSession);
public static eModuleSession Session => (eModuleSession)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()
{
}
// 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()
{
}
}
}