public override void Load() { base.Load(); TimeStopManager = new TimeStopManager(); TimeSkipManager = new TimeSkipManager(); if (!Main.dedServ) { UIManager.Instance.Initialize(); TextureLoader.Load(); Ref <Effect> screenRef = new Ref <Effect>(GetEffect("Effects/ShockwaveEffect")); // The path to the compiled shader file. Filters.Scene["Shockwave"] = new Filter(new ScreenShaderData(screenRef, "Shockwave"), EffectPriority.VeryHigh); Filters.Scene["Shockwave"].Load(); SkyManager.Instance["TBA:TimeStopInvert"] = new PerfectlyNormalSky(); Filters.Scene["TBA:TimeStopInvert"] = new Filter(new ScreenShaderData("FilterInvert"), EffectPriority.High); Filters.Scene["TBA:FreezeSky"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(.7f, .7f, .7f), EffectPriority.VeryHigh); SkyManager.Instance["TBA:FreezeSky"] = new FreezeSky(); AddEquipTexture(null, EquipType.Head, "DiavoloHead", "TBAR/Items/Vanity/VinegarDisguise/DiavoloHead_Head"); AddEquipTexture(null, EquipType.Body, "DiavoloBody", "TBAR/Items/Vanity/VinegarDisguise/DiavoloChest_Body", "TBAR/Items/Vanity/VinegarDisguise/DiavoloChest_Arms"); } SteamHelper.Initialize(); OnEdits.Instance.LoadEdits(); StandLoader.Instance.Load(); TBARInputs.Load(this); }
public override void Unload() { base.Unload(); StandLoader.Unload(); TextureLoader.Unload(); UIManager.Unload(); TBARInputs.Unload(); OnEdits.Instance.UnloadEdits(); TimeStopManager = null; TimeSkipManager = null; OnEdits.EndLife(); Instance = null; }