public override void Load() { if (Main.netMode != NetmodeID.Server) { customizerUI = new CustomizerUI(); customizerUI.Activate(); customizerInterface = new UserInterface(); customizerInterface.SetState(customizerUI); } //Here, have some absolute black magic. It's fun being a wizard! Or not. //Record created dusts for shading later On.Terraria.Dust.NewDust += Dust_Capture; //Capture dusts from projectile updates On.Terraria.Projectile.Update += Proj_Update; //Attempt to skip NPC hit/death dusts On.Terraria.NPC.VanillaHitEffect += NPC_SkipHit; ShaderLoader.RegisterMod(this); mod = this; CustomizerProjectile.newProjectiles = new List <Projectile>(); CustomizerProjectile.childProjectiles = new List <Projectile>(); CustomizerProjectile.newDusts = new List <int>(); CustomizerProjectile.tempDusts = new List <int>(); }
public override void Load() { ShaderLoader.RegisterMod(this); if (Main.netMode != NetmodeID.Server) { ShaderLoader.AddModArmorShaderData(new NormalShader("SilverTrimShader", "ArmorSilverTrim", Color.White), this, ItemType <SilverTrimDye>()); ShaderLoader.AddModArmorShaderData(new NormalShader("PlaidShader", "ArmorPlaid", Color.White), this, ItemType <PlaidDye>()); ShaderLoader.AddModArmorShaderData(new NormalShader("ForceFieldShader", "ArmorForceField", new Color(0f, 0.9f, 1.0f)), this, ItemType <ArmorFFDye>()); ShaderLoader.AddModArmorShaderData(new NormalShader("ForceFieldShaderRed", "ArmorForceField", new Color(1.0f, 0f, 0f)), this, ItemType <ArmorFFDyeRed>()); ShaderLoader.AddModArmorShaderData(new NormalShader("ForceFieldShaderGreen", "ArmorForceField", new Color(0f, 1.0f, 0f)), this, ItemType <ArmorFFDyeGreen>()); ShaderLoader.AddModArmorShaderData(new NormalShader("ForceFieldShaderBlue", "ArmorForceField", new Color(0f, 0f, 1.0f)), this, ItemType <ArmorFFDyeBlue>()); ShaderLoader.AddModArmorShaderData(new NormalShader("ForceFieldShaderWhite", "ArmorForceField", new Color(1.0f, 1.0f, 1.0f)), this, ItemType <ArmorFFDyeWhite>()); ShaderLoader.AddModArmorShaderData(new NormalShader("ForceFieldShaderPink", "ArmorForceField", new Color(1.0f, 0.1f, 0.5f)), this, ItemType <ArmorFFDyePink>()); ShaderLoader.AddModArmorShaderData(new NormalShader("ForceFieldShaderPurple", "ArmorForceField", new Color(0.5f, 0f, 1.0f)), this, ItemType <ArmorFFDyePurple>()); } }
public override void Load() { ShaderLoader.RegisterMod(this); }