Example #1
0
        private void Awake()
        {
            instance = this;

            // Load/Configure everything
            Modules.Config.ReadConfig();
            Modules.Assets.Init();
            if (cancel)
            {
                return;
            }
            Modules.Shaders.init();
            Modules.Tokens.Init();
            Modules.Prefabs.Init();
            Modules.Buffs.Init();
            Modules.ItemDisplays.Init();
            Modules.UnlockablesTemp.Init();


            // Any debug stuff you need to do can go here before initialisation
            if (debug)
            {
                Modules.Helpers.AwakeDebug();
            }

            //Initialize Content Pack
            Modules.ContentPackProvider.Initialize();

            Hook();
        }
Example #2
0
        private void Awake()
        {
            instance = this;

            // check for soft dependencies
            if (BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.TeamMoonstorm.Starstorm2"))
            {
                starstormInstalled = true;
            }
            if (BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.DestroyedClone.AncientScepter"))
            {
                scepterInstalled = true;
            }
            if (BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.KingEnderBrine.ScrollableLobbyUI"))
            {
                scrollableLobbyInstalled = true;
            }

            // load assets and read config
            Modules.Assets.PopulateAssets();
            Modules.Config.ReadConfig();
            Modules.States.RegisterStates();           // register states for networking
            Modules.Buffs.RegisterBuffs();             // add and register custom buffs/debuffs
            Modules.Projectiles.RegisterProjectiles(); // add and register custom projectiles
            Modules.Tokens.AddTokens();                // register name tokens
            Modules.ItemDisplays.PopulateDisplays();   // collect item display prefabs for use in our display rules
            Modules.Orbs.RegisterOrbs();               // register orbs
            Modules.Effects.RegisterEffects();         // register effects
            Modules.Unlockables.RegisterUnlockables(); // add unlockables

            Modules.Survivors.Manipulator.CreateCharacter();



            //new Modules.ContentPacks().CreateContentPack();
            new Modules.ContentPacks().Initialize();

            //AutoSprint();
            Hook();
        }