Esempio n. 1
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        // Register new prefabs
        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var testdoorsBundle    = AssetBundleHelper.GetAssetBundleFromResources("testdoors");
            var testgate           = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/wood_gate 1.prefab");
            var testdoors          = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/wood_door 1.prefab");
            var testdoors2         = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/wood_door 2.prefab");
            var testirongate       = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/iron_grate 1.prefab");
            var testirongatebig    = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/iron_grate 2.prefab");
            var teststonewindow    = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/stone_arch 1.prefab");
            var teststonewindowbig = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/stone_arch 2.prefab");
            var teststonepillar    = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/stone_pillar 1.prefab");
            var surtlinglamp       = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/surtling_lamp.prefab");
            var surtlinglantern    = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/wood_lantern.prefab");
            var surtlinglantern2   = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/wood_lantern 1.prefab");
            var candle             = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/candle 1.prefab");
            var stonedoor          = testdoorsBundle.LoadAsset <GameObject>("Assets/CustomItems/stone_wall_door.prefab");

            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { testgate, "TestGate" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { testdoors, "TestDoors" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { testdoors2, "TestDoors2" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { testirongate, "TestIronGate" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { testirongatebig, "TestIronGateBig" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { teststonewindow, "TestStoneWindow" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { teststonewindowbig, "TestStoneWindowBig" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { teststonepillar, "TestStonePillar" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { surtlinglamp, "SurtlingLamp" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { surtlinglantern, "SurtlingLantern" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { surtlinglantern2, "SurtlingLantern2" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { candle, "Candle" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { stonedoor, "StoneDoor" });
        }
Esempio n. 2
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        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var boar2Bundle = AssetBundleHelper.GetAssetBundleFromResources("boar2");
            var boar2       = boar2Bundle.LoadAsset <GameObject>("Assets/CustomItems/Boar2/Boar2.prefab");

            PrefabManager.Instance.RegisterPrefab(boar2, "Boar2");
        }
Esempio n. 3
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        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var boar2Bundle = AssetBundleHelper.GetAssetBundleFromResources("boar2");
            var boar2       = boar2Bundle.LoadAsset <GameObject>("Assets/CustomItems/Boar2/Boar2.prefab");

            // when this is fixed, the call should be:
            // PrefabManager.Instance.RegisterPrefab(swordBlock, "SwordBlock");
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { boar2, "Boar2" });
        }
Esempio n. 4
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        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var swordBlockBundle = AssetBundleHelper.GetAssetBundleFromResources("two");
            var cape1            = swordBlockBundle.LoadAsset <GameObject>("Assets/CustomItems/Two/Cape1.prefab");
            var cape2            = swordBlockBundle.LoadAsset <GameObject>("Assets/CustomItems/Two/Cape2.prefab");

            PrefabManager.Instance.RegisterPrefab(cape1, "Cape1");
            PrefabManager.Instance.RegisterPrefab(cape2, "Cape2");
        }
Esempio n. 5
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        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var swordBlockBundle = AssetBundleHelper.GetAssetBundleFromResources("two");
            var cape1            = swordBlockBundle.LoadAsset <GameObject>("Assets/CustomItems/Two/Cape1.prefab");
            var cape2            = swordBlockBundle.LoadAsset <GameObject>("Assets/CustomItems/Two/Cape2.prefab");

            // when this is fixed, the call should be:
            // PrefabManager.Instance.RegisterPrefab(cape1, "Cape1");
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { cape1, "Cape1" });
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { cape2, "Cape2" });
        }
Esempio n. 6
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        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var magicBoxBundle = AssetBundleHelper.GetAssetBundleFromResources("magicbox");
            var magicBox       = magicBoxBundle.LoadAsset <GameObject>("Assets/CustomItems/MagicBox/piece_magic_box.prefab");

            // edit additional properties here

            PrefabManager.Instance.RegisterPrefab(magicBox, "MagicBox");

            PrefabManager.Instance.RegisterPrefab(new MagicArmor());
        }
Esempio n. 7
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        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var magicBoxBundle = AssetBundleHelper.GetAssetBundleFromResources("magicbox");
            var magicBox       = magicBoxBundle.LoadAsset <GameObject>("Assets/CustomItems/MagicBox/piece_magic_box.prefab");

            // edit additional properties here

            // when this is fixed, the call should be:
            // PrefabManager.Instance.RegisterPrefab(magicBox, "MagicBox");
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { magicBox, "piece_magic_box" });

            PrefabManager.Instance.RegisterPrefab(new MagicArmor());
        }
Esempio n. 8
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        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var swordBlockBundle   = AssetBundleHelper.GetAssetBundleFromResources("swordblock");
            var swordBlock         = swordBlockBundle.LoadAsset <GameObject>("Assets/CustomItems/SwordBlock/SwordBlock.prefab");
            var swordBlockItemDrop = swordBlock.GetComponent <ItemDrop>();

            swordBlockItemDrop.m_itemData.m_shared.m_damages.Add(new HitData.DamageTypes
            {
                m_fire = 20
            });

            PrefabManager.Instance.RegisterPrefab(swordBlock, "SwordBlock");

            PrefabManager.Instance.RegisterPrefab(new MagicArmor());
        }
Esempio n. 9
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        private void RegisterPrefabs(object sender, EventArgs e)
        {
            var swordBlockBundle   = AssetBundleHelper.GetAssetBundleFromResources("swordblock");
            var swordBlock         = swordBlockBundle.LoadAsset <GameObject>("Assets/CustomItems/SwordBlock/SwordBlock.prefab");
            var swordBlockItemDrop = swordBlock.GetComponent <ItemDrop>();

            swordBlockItemDrop.m_itemData.m_shared.m_damages.Add(new HitData.DamageTypes
            {
                m_fire = 20
            });

            // when this is fixed, the call should be:
            // PrefabManager.Instance.RegisterPrefab(swordBlock, "SwordBlock");
            AccessTools.Method(typeof(PrefabManager), "RegisterPrefab", new Type[] { typeof(GameObject), typeof(string) }).Invoke(PrefabManager.Instance, new object[] { swordBlock, "SwordBlock" });

            PrefabManager.Instance.RegisterPrefab(new MagicArmor());
        }