コード例 #1
0
        internal static void EarlyLoad()
        {
            RoR2Content = new RoR2Content();

            RoR2Content.contentPack.identifier = RoR2Content.identifier;

            RoR2Content.contentPack.bodyPrefabs.Add(Resources.LoadAll <GameObject>("Prefabs/CharacterBodies/"));
            RoR2Content.contentPack.masterPrefabs.Add(Resources.LoadAll <GameObject>("Prefabs/CharacterMasters/"));
            RoR2Content.contentPack.projectilePrefabs.Add(Resources.LoadAll <GameObject>("Prefabs/Projectiles/"));
            RoR2Content.contentPack.gameModePrefabs.Add(Resources.LoadAll <GameObject>("Prefabs/GameModes/"));
            RoR2Content.contentPack.networkedObjectPrefabs.Add(Resources.LoadAll <GameObject>("Prefabs/NetworkedObjects/"));
            RoR2Content.contentPack.skillDefs.Add(Resources.LoadAll <SkillDef>("SkillDefs/"));
            RoR2Content.contentPack.skillFamilies.Add(Resources.LoadAll <SkillFamily>("SkillDefs/"));
            RoR2Content.contentPack.unlockableDefs.Add(Resources.LoadAll <UnlockableDef>("UnlockableDefs/"));
            RoR2Content.contentPack.surfaceDefs.Add(Resources.LoadAll <SurfaceDef>("SurfaceDefs/"));
            RoR2Content.contentPack.sceneDefs.Add(Resources.LoadAll <SceneDef>("SceneDefs/"));
            RoR2Content.contentPack.networkSoundEventDefs.Add(Resources.LoadAll <NetworkSoundEventDef>("NetworkSoundEventDefs/"));
            RoR2Content.contentPack.musicTrackDefs.Add(Resources.LoadAll <MusicTrackDef>("MusicTrackDefs/"));
            RoR2Content.contentPack.gameEndingDefs.Add(Resources.LoadAll <GameEndingDef>("GameEndingDefs/"));
            RoR2Content.contentPack.itemDefs.Add(Resources.LoadAll <ItemDef>("ItemDefs/"));
            RoR2Content.contentPack.equipmentDefs.Add(Resources.LoadAll <EquipmentDef>("EquipmentDefs/"));
            RoR2Content.contentPack.buffDefs.Add(Resources.LoadAll <BuffDef>("BuffDefs/"));
            RoR2Content.contentPack.eliteDefs.Add(Resources.LoadAll <EliteDef>("EliteDefs/"));
            RoR2Content.contentPack.survivorDefs.Add(Resources.LoadAll <SurvivorDef>("SurvivorDefs/"));
            RoR2Content.contentPack.artifactDefs.Add(Resources.LoadAll <ArtifactDef>("ArtifactDefs/"));
            var effectDefs = new List <EffectDef>();

            foreach (var effect in Resources.LoadAll <GameObject>("Prefabs/Effects/"))
            {
                var effectDef = new EffectDef(effect);
                effectDefs.Add(effectDef);
            }
            RoR2Content.contentPack.effectDefs.Add(effectDefs.ToArray());
            RoR2Content.contentPack.entityStateConfigurations.Add(Resources.LoadAll <EntityStateConfiguration>("EntityStateConfigurations/"));
            RoR2Content.contentPack.entityStateTypes.Add((from type in typeof(EntityState).Assembly.GetTypes()
                                                          where typeof(EntityState).IsAssignableFrom(type)
                                                          select type).ToArray());

            ContentLoadHelper.PopulateTypeFields <ArtifactDef>(typeof(RoR2Content.Artifacts), RoR2Content.contentPack.artifactDefs);
            ContentLoadHelper.PopulateTypeFields <ItemDef>(typeof(RoR2Content.Items), RoR2Content.contentPack.itemDefs);
            ContentLoadHelper.PopulateTypeFields <EquipmentDef>(typeof(RoR2Content.Equipment), RoR2Content.contentPack.equipmentDefs);
            ContentLoadHelper.PopulateTypeFields <BuffDef>(typeof(RoR2Content.Buffs), RoR2Content.contentPack.buffDefs);
            ContentLoadHelper.PopulateTypeFields <EliteDef>(typeof(RoR2Content.Elites), RoR2Content.contentPack.eliteDefs);
            ContentLoadHelper.PopulateTypeFields <GameEndingDef>(typeof(RoR2Content.GameEndings), RoR2Content.contentPack.gameEndingDefs);
            ContentLoadHelper.PopulateTypeFields <SurvivorDef>(typeof(RoR2Content.Survivors), RoR2Content.contentPack.survivorDefs);

            RoR2Content.contentPack.effectDefs.Find("CoinEmitter").cullMethod = (EffectData effectData) => SettingsConVars.cvExpAndMoneyEffects.value;

            _ror2ContentLoaded = true;
        }
コード例 #2
0
ファイル: Main.cs プロジェクト: TheMysticSword/MysticsItems
        public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args)
        {
            contentPack.identifier = identifier;
            MysticsRisky2Utils.ContentManagement.ContentLoadHelper contentLoadHelper = new MysticsRisky2Utils.ContentManagement.ContentLoadHelper();

            // Add content loading dispatchers to the content load helper
            System.Action[] loadDispatchers = new System.Action[]
            {
                () => contentLoadHelper.DispatchLoad <ItemDef>(Main.executingAssembly, typeof(MysticsRisky2Utils.BaseAssetTypes.BaseItem), x => contentPack.itemDefs.Add(x)),
                () => contentLoadHelper.DispatchLoad <EquipmentDef>(Main.executingAssembly, typeof(MysticsRisky2Utils.BaseAssetTypes.BaseEquipment), x => contentPack.equipmentDefs.Add(x)),
                () => contentLoadHelper.DispatchLoad <BuffDef>(Main.executingAssembly, typeof(MysticsRisky2Utils.BaseAssetTypes.BaseBuff), x => contentPack.buffDefs.Add(x)),
                () => contentLoadHelper.DispatchLoad <GameObject>(Main.executingAssembly, typeof(MysticsRisky2Utils.BaseAssetTypes.BaseInteractable), null)
            };
            int num = 0;

            for (int i = 0; i < loadDispatchers.Length; i = num)
            {
                loadDispatchers[i]();
                args.ReportProgress(Util.Remap((float)(i + 1), 0f, (float)loadDispatchers.Length, 0f, 0.05f));
                yield return(null);

                num = i + 1;
            }

            // Start loading content. Longest part of the loading process, so we will dedicate most of the progress bar to it
            while (contentLoadHelper.coroutine.MoveNext())
            {
                args.ReportProgress(Util.Remap(contentLoadHelper.progress.value, 0f, 1f, 0.05f, 0.9f));
                yield return(contentLoadHelper.coroutine.Current);
            }

            // Populate static content pack fields and add various prefabs and scriptable objects generated during the content loading part to the content pack
            loadDispatchers = new System.Action[]
            {
                () => ContentLoadHelper.PopulateTypeFields <ItemDef>(typeof(Items), contentPack.itemDefs),
                () => ContentLoadHelper.PopulateTypeFields <EquipmentDef>(typeof(Equipment), contentPack.equipmentDefs),
                () => ContentLoadHelper.PopulateTypeFields <BuffDef>(typeof(Buffs), contentPack.buffDefs),
                () => contentPack.bodyPrefabs.Add(Resources.bodyPrefabs.ToArray()),
                () => contentPack.masterPrefabs.Add(Resources.masterPrefabs.ToArray()),
                () => contentPack.projectilePrefabs.Add(Resources.projectilePrefabs.ToArray()),
                () => contentPack.effectDefs.Add(Resources.effectPrefabs.ConvertAll(x => new EffectDef(x)).ToArray()),
                () => contentPack.networkSoundEventDefs.Add(Resources.networkSoundEventDefs.ToArray()),
                () => contentPack.unlockableDefs.Add(Resources.unlockableDefs.ToArray()),
                () => contentPack.entityStateTypes.Add(Resources.entityStateTypes.ToArray()),
                () => contentPack.skillDefs.Add(Resources.skillDefs.ToArray()),
                () => contentPack.skillFamilies.Add(Resources.skillFamilies.ToArray())
            };
            for (int i = 0; i < loadDispatchers.Length; i = num)
            {
                loadDispatchers[i]();
                args.ReportProgress(Util.Remap((float)(i + 1), 0f, (float)loadDispatchers.Length, 0.9f, 0.95f));
                yield return(null);

                num = i + 1;
            }

            // Call "AfterContentPackLoaded" methods
            loadDispatchers = new System.Action[]
            {
                () => MysticsRisky2Utils.ContentManagement.ContentLoadHelper.InvokeAfterContentPackLoaded <MysticsRisky2Utils.BaseAssetTypes.BaseItem>(Main.executingAssembly),
                () => MysticsRisky2Utils.ContentManagement.ContentLoadHelper.InvokeAfterContentPackLoaded <MysticsRisky2Utils.BaseAssetTypes.BaseEquipment>(Main.executingAssembly),
                () => MysticsRisky2Utils.ContentManagement.ContentLoadHelper.InvokeAfterContentPackLoaded <MysticsRisky2Utils.BaseAssetTypes.BaseBuff>(Main.executingAssembly),
                () => MysticsRisky2Utils.ContentManagement.ContentLoadHelper.InvokeAfterContentPackLoaded <MysticsRisky2Utils.BaseAssetTypes.BaseInteractable>(Main.executingAssembly)
            };
            for (int i = 0; i < loadDispatchers.Length; i = num)
            {
                loadDispatchers[i]();
                args.ReportProgress(Util.Remap((float)(i + 1), 0f, (float)loadDispatchers.Length, 0.95f, 0.99f));
                yield return(null);

                num = i + 1;
            }

            loadDispatchers = null;
            yield break;
        }