public override void ConfigOnChange() { //Load colors on startup if (!startup && config != null) { Dictionary <string, Color> temp = new Dictionary <string, Color>(); foreach (KeyValuePair <string, Color> crit in this.configColors) { if (config.TryGetValue(crit.Key, out string val)) { temp.Add(crit.Key, OpColorPicker.HexToColor(val)); } } this.configColors = temp; startup = true; } if (config["gore"] == "true") { BloodMod.goreMultiplier = 1f; } else { BloodMod.goreMultiplier = 0f; } if (config.ContainsKey("wash") && config["wash"] == "true") { BloodMod.compat = true; } else { BloodMod.compat = false; } if (config["preset"] == "true") { this.vibrant = true; } else { this.vibrant = false; } //Generate new blood textures using modified colors BloodColor.GenerateBloodTextures(this.configColors); BloodMod.creatureColors = new Dictionary <string, Color>(this.configColors); }
public override void Initialize() { //Create a copy of the creature color dictionary that will be modified by the config screen this.configColors = new Dictionary <string, Color>(BloodMod.creatureColors); this.Tabs = new OpTab[1]; int num = 0; int num2 = 0; int num3 = 0; int num4 = 0; this.Tabs[0] = new OpTab("Options"); this.creatureLabel = new OpLabel(new Vector2(490f, 375f), new Vector2(0f, 0f), "None Selected", FLabelAlignment.Center, true); this.colorPicker = new OpColorPicker(new Vector2(250f, 250f), "bloodColor"); this.previewOld = new OpImage(new Vector2(250f, 150f), "Futile_White"); this.previewOld.sprite.scaleX = 10f; this.previewOld.sprite.scaleY = 4f; this.oldLabel = new OpLabel(new Vector2(250f, 220f), new Vector2(0f, 0f), "Default", FLabelAlignment.Left, true); this.previewNew = new OpImage(new Vector2(420f, 150f), "Futile_White"); this.previewNew.sprite.scaleX = 10f; this.previewNew.sprite.scaleY = 4f; this.newLabel = new OpLabel(new Vector2(420f, 220f), new Vector2(0f, 0f), "Modified", FLabelAlignment.Left, true); this.resetButton = new OpSimpleButton(new Vector2(425f, 305f), new Vector2(150f, 45f), "reset", "Reset to Default"); this.resetButton.description = "Reset this creature's blood color to the mod's default."; this.modName = new OpLabel(new Vector2(400f, 552f), new Vector2(0f, 0f), "BLOOD MOD", FLabelAlignment.Center, true); this.modCredit = new OpLabel(new Vector2(400f, 532f), new Vector2(0f, 0f), "Created by LeeMoriya", FLabelAlignment.Center, false); this.modVersion = new OpLabel(new Vector2(400f, 518f), new Vector2(0f, 0f), "Version: 1.01", FLabelAlignment.Center, false); this.rect = new OpRect(new Vector2(230f, 130f), new Vector2(370f, 360f), 0f); this.guide = new OpLabel(new Vector2(405f, 462f), new Vector2(0f, 0f), "Select creatures on the left and adjust their blood color using", FLabelAlignment.Center, false); this.guide2 = new OpLabel(new Vector2(405f, 442f), new Vector2(0f, 0f), "the color picker below. Finalize changes by clicking 'Apply'", FLabelAlignment.Center, false); this.bloodPreview = new OpCheckBox(new Vector2(30f, 2f), "_prev", false); this.bloodPreviewLabel = new OpLabel(new Vector2(66f, 5f), new Vector2(0f, 0f), "Preview all blood colors", FLabelAlignment.Left, false); this.selectedSprite = new OpImage(new Vector2(0f, 0f), "Futile_White"); this.selectedSprite.sprite.scale = 17f; this.selectedSprite.sprite.alpha = 0.05f; this.selectedSprite.description = "?"; this.selectedSprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); this.realisticPreset = new OpSimpleButton(new Vector2(265f, 85f), new Vector2(130f, 31f), "real", "Realistic Preset"); this.vibrantPreset = new OpSimpleButton(new Vector2(435f, 85f), new Vector2(130f, 31f), "vibrant", "Vibrant Preset"); this.realisticPreset.description = "Blood colors will be more realistic."; this.vibrantPreset.description = "Blood colors will more closely match the creature's color."; this.bloodlust = new OpCheckBox(new Vector2(265f, 45f), "gore", false); this.bloodlust.description = "Blood effects are increased dramatically"; this.bloodlustLabel = new OpLabel(new Vector2(295f, 48f), new Vector2(), "Bloodlust Mode", FLabelAlignment.Left, false); this.compat = new OpCheckBox(new Vector2(265f, 12f), "wash", false); this.compat.description = "Rainfall from the mod Downpour will wash away blood."; this.compatLabel = new OpLabel(new Vector2(295f, 15f), new Vector2(), "Downpour Compatibility", FLabelAlignment.Left, false); this.preset = new OpCheckBox(new Vector2(), "preset", false); foreach (PartialityMod mod in PartialityManager.Instance.modManager.loadedMods) { if (mod.ModID == "Downpour") { this.Tabs[0].AddItems(this.compat, this.compatLabel); } } this.Tabs[0].AddItems(this.selectedSprite, this.colorPicker, this.creatureLabel, this.previewOld, this.previewNew, this.oldLabel, this.newLabel, this.resetButton, this.bloodPreviewLabel, this.modName, this.modCredit, this.rect, this.guide, this.guide2, this.modVersion, this.bloodPreview, this.realisticPreset, this.vibrantPreset, this.bloodlust, this.bloodlustLabel, this.preset); //Create individual buttons/sprites/color pickers for each creature foreach (KeyValuePair <string, Color> creature in this.configColors) { if (creature.Key != "Overseer") { if (num < 11) { OpColorPicker picker = new OpColorPicker(new Vector2(250f, 270f), creature.Key, OpColorPicker.ColorToHex(BloodMod.defaultColors[creature.Key])); OpSimpleButton button = new OpSimpleButton(new Vector2(21f, 548f) + (buttonOffset * num), new Vector2(40f, 40f), creature.Key + "but", ""); OpImage sprite = new OpImage(new Vector2(21f, 548f) + (buttonOffset * num) + spriteOffset, BloodColor.GetCreatureSprite(creature.Key)); sprite.color = BloodColor.GetCreatureSpriteColor(creature.Key); sprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); sprite.description = creature.Key; button.description = creature.Key; this.Tabs[0].AddItems(button, sprite, picker); num++; } else if (num2 < 11) { OpColorPicker picker = new OpColorPicker(new Vector2(250f, 270f), creature.Key, OpColorPicker.ColorToHex(BloodMod.defaultColors[creature.Key])); OpSimpleButton button = new OpSimpleButton(new Vector2(21f, 548f) + (buttonOffset * num2) + buttonOffset2, new Vector2(40f, 40f), creature.Key + "but", ""); OpImage sprite = new OpImage(new Vector2(21f, 548f) + (buttonOffset * num2) + buttonOffset2 + spriteOffset, BloodColor.GetCreatureSprite(creature.Key)); sprite.color = BloodColor.GetCreatureSpriteColor(creature.Key); sprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); sprite.description = creature.Key; button.description = creature.Key; this.Tabs[0].AddItems(button, sprite, picker); num2++; } else if (num3 < 11) { OpColorPicker picker = new OpColorPicker(new Vector2(250f, 270f), creature.Key, OpColorPicker.ColorToHex(BloodMod.defaultColors[creature.Key])); OpSimpleButton button = new OpSimpleButton(new Vector2(21f, 548f) + (buttonOffset * num3) + (buttonOffset2 * 2), new Vector2(40f, 40f), creature.Key + "but", ""); OpImage sprite = new OpImage(new Vector2(21f, 548f) + (buttonOffset * num3) + (buttonOffset2 * 2) + spriteOffset, BloodColor.GetCreatureSprite(creature.Key)); sprite.color = BloodColor.GetCreatureSpriteColor(creature.Key); sprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); sprite.description = creature.Key; button.description = creature.Key; this.Tabs[0].AddItems(button, sprite, picker); num3++; } else { OpColorPicker picker = new OpColorPicker(new Vector2(250f, 270f), creature.Key, OpColorPicker.ColorToHex(BloodMod.defaultColors[creature.Key])); OpSimpleButton button = new OpSimpleButton(new Vector2(21f, 548f) + (buttonOffset * num4) + (buttonOffset2 * 3), new Vector2(40f, 40f), creature.Key + "but", ""); OpImage sprite = new OpImage(new Vector2(21f, 548f) + (buttonOffset * num4) + (buttonOffset2 * 3) + spriteOffset, BloodColor.GetCreatureSprite(creature.Key)); sprite.color = BloodColor.GetCreatureSpriteColor(creature.Key); sprite.sprite.SetAnchor(new Vector2(0.5f, 0.5f)); sprite.description = creature.Key; button.description = creature.Key; this.Tabs[0].AddItems(button, sprite, picker); num4++; } } this.selected = "Slugcat"; } }