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Main.cs
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Main.cs
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using HarmonyLib;
using SALT;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace SlowerGroundPound
{
public class Main : ModEntryPoint
{
// THE EXECUTING ASSEMBLY
public static Assembly execAssembly;
public static float? BaseGP;
// Called before MainScript.Awake
// You want to register new things and enum values here, as well as do all your harmony patching
public override void PreLoad()
{
// Gets the Assembly being executed
execAssembly = Assembly.GetExecutingAssembly();
HarmonyInstance.PatchAll(execAssembly);
}
// Called before MainScript.Start
// Used for registering things that require a loaded gamecontext
public override void Load()
{
UserInputService.Instance.InputBegan += InputBegan;
}
// Called after all mods Load's have been called
// Used for editing existing assets in the game, not a registry step
public override void PostLoad()
{
}
public void InputBegan(UserInputService.InputObject inputObject, bool wasProcessed)
{
if (inputObject.keyCode == KeyCode.LeftBracket)
PlayerScript.player.groundPoundSpeed += 10;
else if (inputObject.keyCode == KeyCode.RightBracket)
PlayerScript.player.groundPoundSpeed -= 10;
}
[HarmonyPatch(typeof(PlayerScript))]
[HarmonyPatch("Start")]
private class Patch_GPSpeedChange
{
public static void Postfix(PlayerScript __instance)
{
if (!BaseGP.HasValue)
BaseGP = __instance.groundPoundSpeed;
__instance.groundPoundSpeed = BaseGP.Value / 3;
}
}
}
}