// 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" }); }
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"); }
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" }); }
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"); }
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" }); }
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()); }
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()); }
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()); }
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()); }