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peglingps's Issues

Next stage icons no longer show up in navigation at the end of a stage

The map portion still works great, but the icons within the actual level when you're going to navigate are now missing. It doesn't matter if you have the relevant node on the map green or not.

Peglin_2022-12-26_16-45-06

Thanks for the otherwise-excellent mod! I consider it mandatory to have when playing Peglin

PegMinigame navigation slots are not coloured properly

The navigation after PegMinigame does not use the usual SlotManagers, but instead uses DynamicSlotTriggers. Getting a handle to those seems impossible at the moment, unfortunately :(

Revelant method: Peglin.PegMinigame.PegMinigameManager#CreateNavigationBouncersAndSlots()

NullReferenceException

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PeglinGPS.Patches.AddClickListenerToMap.Postfix (Worldmap.MapController __instance) (at :0)
(wrapper dynamic-method) Worldmap.MapController.DMDWorldmap.MapController::Awake(Worldmap.MapController)

IndexOutOfRangeException

[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
PeglinGPS.Utils.RecolorSlotManagers (SlotManager left, SlotManager right) (at :0)
PeglinGPS.Patches.SlotManagerColor.PostBattleControllerPatch (PostBattleController __instance) (at :0)
(wrapper dynamic-method) PostBattleController.DMDPostBattleController::StartNavigation(PostBattleController)
PostBattleController.OnUpgradeFinished () (at <7b1a5c38e2ad49978a9a7753a2b9ed94>:0)
BattleUpgradeCanvas.CloseAndMoveOn () (at <7b1a5c38e2ad49978a9a7753a2b9ed94>:0)
BattleUpgradeCanvas.AcceptRelic (Relics.Relic relic) (at <7b1a5c38e2ad49978a9a7753a2b9ed94>:0)
BattleUpgradeCanvas.HandleUpgradeOptionClicked (UpgradeOption+UpgradeType type, UnityEngine.GameObject clickedButton, UnityEngine.GameObject chosen) (at <7b1a5c38e2ad49978a9a7753a2b9ed94>:0)
UpgradeOption.OnClick () (at <7b1a5c38e2ad49978a9a7753a2b9ed94>:0)
UpgradeOption.b__25_0 () (at <7b1a5c38e2ad49978a9a7753a2b9ed94>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <7ed9544a6e86489c87771c638baaad47>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <7ed9544a6e86489c87771c638baaad47>:0)
UnityEngine.UI.Button.Press () (at :0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <e789627d3272476eb2f8ae8100477825>:0) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
Rewired.Integration.UnityUI.RewiredEventSystem:Update()

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