Ejemplo n.º 1
0
 /// <summary>
 /// Gets the equipment texture for the specified equipment type and ID.
 /// </summary>
 /// <param name="type"></param>
 /// <param name="slot"></param>
 /// <returns></returns>
 public static EquipTexture GetEquipTexture(EquipType type, int slot) => EquipLoader.GetEquipTexture(type, slot);
Ejemplo n.º 2
0
 internal void SetupItem(Item item)
 {
     SetupModItem(item);
     EquipLoader.SetSlot(item);
     item.modItem.SetDefaults();
 }
Ejemplo n.º 3
0
 internal void SetupContent()
 {
     foreach (ModItem item in items.Values)
     {
         Main.itemTexture[item.item.type] = ModLoader.GetTexture(item.texture);
         Main.itemName[item.item.type]    = item.item.name;
         EquipLoader.SetSlot(item.item);
         item.SetDefaults();
         DrawAnimation animation = item.GetAnimation();
         if (animation != null)
         {
             Main.RegisterItemAnimation(item.item.type, animation);
             ItemLoader.animations.Add(item.item.type);
         }
         if (item.flameTexture.Length > 0)
         {
             Main.itemFlameTexture[item.item.type] = ModLoader.GetTexture(item.flameTexture);
         }
     }
     foreach (ModDust dust in dusts.Values)
     {
         dust.SetDefaults();
     }
     foreach (ModTile tile in tiles.Values)
     {
         Main.tileTexture[tile.Type] = ModLoader.GetTexture(tile.texture);
         TileLoader.SetDefaults(tile);
     }
     foreach (GlobalTile globalTile in globalTiles.Values)
     {
         globalTile.SetDefaults();
     }
     foreach (ModWall wall in walls.Values)
     {
         Main.wallTexture[wall.Type] = ModLoader.GetTexture(wall.texture);
         wall.SetDefaults();
     }
     foreach (GlobalWall globalWall in globalWalls.Values)
     {
         globalWall.SetDefaults();
     }
     foreach (ModProjectile projectile in projectiles.Values)
     {
         Main.projectileTexture[projectile.projectile.type] = ModLoader.GetTexture(projectile.texture);
         Main.projFrames[projectile.projectile.type]        = 1;
         projectile.SetDefaults();
         if (projectile.projectile.hostile)
         {
             Main.projHostile[projectile.projectile.type] = true;
         }
         if (projectile.projectile.aiStyle == 7)
         {
             Main.projHook[projectile.projectile.type] = true;
         }
     }
     foreach (ModNPC npc in npcs.Values)
     {
         Main.npcTexture[npc.npc.type] = ModLoader.GetTexture(npc.texture);
         Main.npcName[npc.npc.type]    = npc.npc.name;
         npc.SetDefaults();
         if (npc.npc.lifeMax > 32767 || npc.npc.boss)
         {
             Main.npcLifeBytes[npc.npc.type] = 4;
         }
         else if (npc.npc.lifeMax > 127)
         {
             Main.npcLifeBytes[npc.npc.type] = 2;
         }
         else
         {
             Main.npcLifeBytes[npc.npc.type] = 1;
         }
     }
     foreach (ModMountData modMountData in mountDatas.Values)
     {
         Mount.MountData temp = modMountData.mountData;
         temp.modMountData = modMountData;
         MountLoader.SetupMount(modMountData.mountData);
         Mount.mounts[modMountData.Type] = temp;
     }
     foreach (ModBuff buff in buffs.Values)
     {
         Main.buffTexture[buff.Type] = ModLoader.GetTexture(buff.texture);
         Main.buffName[buff.Type]    = buff.Name;
         buff.SetDefaults();
     }
 }
Ejemplo n.º 4
0
 internal void SetupContent()
 {
     foreach (ModItem item in items.Values)
     {
         Main.itemTexture[item.item.type] = ModLoader.GetTexture(item.texture);
         Main.itemName[item.item.type]    = item.item.name;
         EquipLoader.SetSlot(item.item);
         item.SetDefaults();
         DrawAnimation animation = item.GetAnimation();
         if (animation != null)
         {
             Main.RegisterItemAnimation(item.item.type, animation);
             ItemLoader.animations.Add(item.item.type);
         }
     }
     foreach (ModTile tile in tiles.Values)
     {
         Main.tileTexture[tile.Type] = ModLoader.GetTexture(tile.texture);
         TileLoader.SetDefaults(tile);
     }
     foreach (GlobalTile globalTile in globalTiles.Values)
     {
         globalTile.SetDefaults();
     }
     foreach (ModWall wall in walls.Values)
     {
         Main.wallTexture[wall.Type] = ModLoader.GetTexture(wall.texture);
         wall.SetDefaults();
     }
     foreach (GlobalWall globalWall in globalWalls.Values)
     {
         globalWall.SetDefaults();
     }
     foreach (ModProjectile projectile in projectiles.Values)
     {
         Main.projectileTexture[projectile.projectile.type] = ModLoader.GetTexture(projectile.texture);
         Main.projFrames[projectile.projectile.type]        = 1;
         projectile.SetDefaults();
         if (projectile.projectile.hostile)
         {
             Main.projHostile[projectile.projectile.type] = true;
         }
         if (projectile.projectile.aiStyle == 7)
         {
             Main.projHook[projectile.projectile.type] = true;
         }
     }
     foreach (ModNPC npc in npcs.Values)
     {
         Main.npcTexture[npc.npc.type] = ModLoader.GetTexture(npc.texture);
         Main.npcName[npc.npc.type]    = npc.npc.name;
         npc.SetDefaults();
         if (npc.npc.lifeMax > 32767 || npc.npc.boss)
         {
             Main.npcLifeBytes[npc.npc.type] = 4;
         }
         else if (npc.npc.lifeMax > 127)
         {
             Main.npcLifeBytes[npc.npc.type] = 2;
         }
         else
         {
             Main.npcLifeBytes[npc.npc.type] = 1;
         }
     }
     foreach (ModGore gore in gores.Values)
     {
         Main.goreTexture[gore.Type] = ModLoader.GetTexture(gore.texture);
     }
     foreach (ModSound sound in sounds.Values)
     {
         Main.soundItem[sound.Type]         = ModLoader.GetSound(sound.audioFilename);
         Main.soundInstanceItem[sound.Type] = Main.soundItem[sound.Type].CreateInstance();
     }
 }
Ejemplo n.º 5
0
 /// <summary>
 /// Automatically sets certain defaults. Override this if you do not want the properties to be set for you.
 /// </summary>
 public virtual void AutoDefaults()
 {
     EquipLoader.SetSlot(item);
 }