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Copy pathNotBackgroundObjectRando.cs
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35 lines (28 loc) · 1.53 KB
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using Modding;
using System.Collections.Generic;
using UnityEngine;
namespace NotBackgroundObjectRando {
public class NotBackgroundObjectRando: Mod, IGlobalSettings<GlobalSettings> {
new public string GetName() => "NotBackgroundObjectRando";
public override string GetVersion() => "1.0.1.1";
public static GlobalSettings globalSettings { get; set; } = new();
public void OnLoadGlobal(GlobalSettings s) => globalSettings = s;
public GlobalSettings OnSaveGlobal() => globalSettings;
internal static NotBackgroundObjectRando instance;
public NotBackgroundObjectRando(): base(null) {
instance = this;
}
public override void Initialize(Dictionary<string, Dictionary<string, GameObject>> preloadedObjects) {
RandoInterop.Hook();
}
}
}
//technically breakable objects that don't fit into a convenient formula
//fsm("Crossroads Sign Control") in c01
//Crossroads_27/Direction Pole Tram/"FSM"
//Incomplete list of locations that disappear with bench or stag rando
//BgObj-Fungus1_36_green_grass_1[1]_22.14_2.85 with "stone sanctuary" bench.
//Something and a zote bench in city bridge,left of storerooms.
//quirrel peak bench/ "Overlook" stag.Apparently everything is reacheble when overlook stag exists.Leaving this note until confirmed there's also no problem with the bench,altho guessing there shouldn't be
//grass pins in white palace,at least white palace 16 are misplaced on mapmod
//weaver's den(deepnest 45 v02) pins are misplaced on the mapmod