private async void OnMainAssetStoreInstansiated(InjectContext ctx, MainAssetStore mainAssetStore) { if (_config.LoadOnStart) { await mainAssetStore.LoadAll(); } }
private GameSaberSetup(PluginConfig config, SaberSet saberSet, MainAssetStore mainAssetStore, [Inject(Id = "beatmapdata")] BeatmapData beatmapData) { _config = config; _saberSet = saberSet; _mainAssetStore = mainAssetStore; _beatmapData = beatmapData; _oldLeftSaberModel = _saberSet.LeftSaber; _oldRightSaberModel = _saberSet.RightSaber; Setup(); }
private SaberSet( [Inject(Id = ESaberSlot.Left)] SaberModel leftSaber, [Inject(Id = ESaberSlot.Right)] SaberModel rightSaber, PresetSaveManager presetSaveManager, MainAssetStore mainAssetStore) { _presetSaveManager = presetSaveManager; _mainAssetStore = mainAssetStore; LeftSaber = leftSaber; RightSaber = rightSaber; _ = Load(); }
private GameSaberSetup(PluginConfig config, SaberSet saberSet, MainAssetStore mainAssetStore, IReadonlyBeatmapData beatmap, RandomUtil randomUtil) { _config = config; _saberSet = saberSet; _mainAssetStore = mainAssetStore; _beatmapData = beatmap.CastChecked <BeatmapData>(); _randomUtil = randomUtil; _oldLeftSaberModel = _saberSet.LeftSaber; _oldRightSaberModel = _saberSet.RightSaber; Setup(); }
private async void OnMainAssetStoreInstantiated(InjectContext ctx, MainAssetStore mainAssetStore) { await mainAssetStore.LoadAllMetaAsync(_config.AssetType); }
private PresetSaveManager(MainAssetStore mainAssetStore, TextureStore textureStore, SFDirectories sfDirs) { _mainAssetStore = mainAssetStore; _textureStore = textureStore; _presetDir = sfDirs.PresetDir; }
private SaveManager(MainAssetStore mainAssetStore, DirectoryInfo presetDir) { _mainAssetStore = mainAssetStore; _presetDir = presetDir; }