Esempio n. 1
0
        public void LoadAsset(IServiceKernel kernel, Mod mod, string path)
        {
            // If the config has disabled loading the default included levels, return
            if (!Entrypoint.LoadDebugLevels.Value && mod.Info.Guid == "wurstmod")
            {
                return;
            }

            // Make sure it's a directory
            if (!path.EndsWith("/"))
            {
                path += "/";
            }

            // Try to make a level info from it
            var level = LevelInfo.FromFrameworkMod(mod, path);

            if (!level.HasValue)
            {
                Debug.LogError($"Level in {mod}, {path} is not valid!");
            }
            else
            {
                CustomLevelFinder.ArchiveLevels.Add(level.Value);
                Debug.Log($"Discovered level {level.Value.SceneName} in {mod}, {path}");
            }
        }
Esempio n. 2
0
        public void LoadAsset(IServiceKernel kernel, Mod mod, string path)
        {
            // We the asset as an ExampleAsset using the asset reader defined in another file
            var asset = mod.Resources.Get <ExampleJsonAsset>(path).Unwrap();

            // Switch on the severity and log the message from the logger of the mod that contains the asset
            mod.Logger.LogInfo(asset.Message);
        }
Esempio n. 3
0
        public void LoadAsset(IServiceKernel kernel, Mod mod, string path)
        {
            if (Path.GetExtension(path) == "manifest")
            {
                // We don't care for these files, but the glob will match these files anyway.
                return;
            }

            var bundle = mod.Resources.Get <AssetBundle>(path).Expect("Asset bundle not found at " + path);
            var id     = mod.Info.Guid + ":" + path;

            _bundles.Add(id, bundle);
        }