System.Collections.IEnumerator IContentPackProvider.LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { contentPack = new ContentPack(); DisabledSkill = ScriptableObject.CreateInstance <SkillDef>(); DisabledSkill.skillName = "Disabled"; ((ScriptableObject)DisabledSkill).name = DisabledSkill.skillName; DisabledSkill.skillNameToken = LanguageConsts.EXTENDED_LOADOUT_SKILL_DISABLED_NAME; DisabledSkill.skillDescriptionToken = LanguageConsts.EXTENDED_LOADOUT_SKILL_DISABLED_DESCRIPTION; DisabledSkill.icon = Sprite.Create(Texture2D.blackTexture, new Rect(0, 0, 1, 1), new Vector2(0, 0));// LoadoutAPI.CreateSkinIcon(Color.black, Color.black, Color.black, Color.black, Color.red); DisabledSkill.activationStateMachineName = "Weapon"; DisabledSkill.activationState = new EntityStates.SerializableEntityStateType(typeof(EntityStates.Idle)); DisabledSkill.interruptPriority = EntityStates.InterruptPriority.Any; DisabledSkill.baseRechargeInterval = 0; DisabledSkill.baseMaxStock = 1; DisabledSkill.rechargeStock = 0; DisabledSkill.beginSkillCooldownOnSkillEnd = false; DisabledSkill.rechargeStock = 1; DisabledSkill.stockToConsume = 2; DisabledSkill.isCombatSkill = false; contentPack.skillDefs.Add(new[] { DisabledSkill }); args.ReportProgress(0.90F); //Early load of language to get display names Language.collectLanguageRootFolders += CollectRoRLanguageFolder; Language.BuildLanguagesFromFolders(); english = Language.GetOrCreateLanguage("en"); english.LoadStrings(); Language.collectLanguageRootFolders -= CollectRoRLanguageFolder; args.ReportProgress(0.99F); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { EnabledTexture = LoadSprite(Properties.Resources.enabled); args.ReportProgress(0.5f); yield return(null); DisabledTexture = LoadSprite(Properties.Resources.disabled); args.ReportProgress(1f); }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { contentPack.identifier = identifier; LoadStaticContentAsyncActions(args); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { assetBundle = AssetBundle.LoadFromMemory(Properties.Resources.lunarscrap); LanguageTokens.Add("ITEM_SCRAPLUNAR_NAME", "Item Scrap, Lunar"); LanguageTokens.Add("ITEM_SCRAPLUNAR_LORE", "No notes found."); LanguageTokens.Add("ITEM_SCRAPLUNAR_DESC", "Does nothing. Prioritized when used with 3D printers."); LanguageTokens.Add("ITEM_SCRAPLUNAR_PICKUP", "Does nothing. Prioritized when used with 3D printers."); LunarScrapDef = ScriptableObject.CreateInstance <ItemDef>(); LunarScrapDef.canRemove = true; LunarScrapDef.descriptionToken = "ITEM_SCRAPLUNAR_DESC"; LunarScrapDef.hidden = false; LunarScrapDef.loreToken = "ITEM_SCRAPLUNAR_LORE"; LunarScrapDef.name = "ScrapLunar"; LunarScrapDef.nameToken = "ITEM_SCRAPLUNAR_NAME"; LunarScrapDef.pickupIconSprite = assetBundle.LoadAsset <Sprite>("Assets/LunarScrap.png"); LunarScrapDef.pickupModelPrefab = Resources.Load <GameObject>("Prefabs/PickupModels/PickupScrap"); LunarScrapDef.pickupToken = "ITEM_SCRAPLUNAR_PICKUP"; LunarScrapDef.tier = ItemTier.Lunar; LunarScrapDef.tags = new ItemTag[] { ItemTag.Scrap, ItemTag.WorldUnique }; LunarScrapDef.unlockableDef = null; ContentPack.itemDefs.Add(new ItemDef[] { LunarScrapDef }); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { Catalog.OnContentLoadStart(); contentPack.buffDefs.Add(buffDefs.ToArray()); contentPack.itemDefs.Add(itemDefs.ToArray()); args.ReportProgress(1f); yield break; }
public System.Collections.IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { this.contentPack.identifier = this.identifier; contentPack.buffDefs.Add(TEBuffs.buffDefs.ToArray()); contentPack.equipmentDefs.Add(TEEquipments.instance.EquipmentDefs.ToArray()); contentPack.itemDefs.Add(TEItems.instance.ItemDefs.ToArray()); contentPack.artifactDefs.Add(TEArtifacts.instance.ArtifactDefs.ToArray()); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { Artifacts.Create(); Elites.Create(); contentPack.artifactDefs.Add(Artifacts.artifactDefs.ToArray()); contentPack.eliteDefs.Add(Elites.eliteDefs.ToArray()); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { ContentPacks.contentPack.buffDefs.Add(Buffs.buffDefs.ToArray()); ContentPacks.contentPack.skillDefs.Add(Loader.skillDefs.ToArray()); ContentPacks.contentPack.skillFamilies.Add(Loader.skillFamilies.ToArray()); ContentPacks.contentPack.survivorDefs.Add(Loader.survivorDefs.ToArray()); ContentPacks.contentPack.bodyPrefabs.Add(Loader.bodyPrefabs.ToArray()); ContentPacks.contentPack.masterPrefabs.Add(Loader.masterPrefabs.ToArray()); ContentPacks.contentPack.projectilePrefabs.Add(Loader.projectilePrefabs.ToArray()); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { //we do a CONSIDERABLE amount of trolling. contentPack.artifactDefs.Add(Artifacts.DumpContent()); //args.ReportProgress(1f); contentPack.bodyPrefabs.Add(Bodies.DumpContent()); //args.ReportProgress(1f); contentPack.buffDefs.Add(Buffs.DumpContent()); //args.ReportProgress(1f); contentPack.effectDefs.Add(Effects.DumpContent()); //args.ReportProgress(1f); contentPack.eliteDefs.Add(Elites.DumpContent()); //args.ReportProgress(1f); contentPack.gameEndingDefs.Add(GameEndings.DumpContent()); //args.ReportProgress(1f); contentPack.entityStateConfigurations.Add(Loadouts.DumpConfigs()); //args.ReportProgress(1f); contentPack.entityStateTypes.Add(Loadouts.DumpEntityStates()); //args.ReportProgress(1f); contentPack.skillFamilies.Add(Loadouts.DumpContentSkillFamilies()); //args.ReportProgress(1f); contentPack.skillDefs.Add(Loadouts.DumpContentSkillDefs()); //args.ReportProgress(1f); contentPack.survivorDefs.Add(Loadouts.DumpSurvivorDefs()); //args.ReportProgress(1f); contentPack.masterPrefabs.Add(Masters.DumpContent()); //args.ReportProgress(1f); contentPack.musicTrackDefs.Add(MusicTracks.DumpContent()); //args.ReportProgress(1f); contentPack.networkedObjectPrefabs.Add(NetworkPrefabs.DumpContent()); //args.ReportProgress(1f); contentPack.networkSoundEventDefs.Add(NetworkSoundEvents.DumpContent()); //args.ReportProgress(1f); contentPack.itemDefs.Add(Pickups.DumpContentItems()); //args.ReportProgress(1f); contentPack.equipmentDefs.Add(Pickups.DumpContentEquipment()); //args.ReportProgress(1f); contentPack.projectilePrefabs.Add(Projectiles.DumpContent()); //args.ReportProgress(1f); contentPack.gameModePrefabs.Add(Runs.DumpContent()); //args.ReportProgress(1f); contentPack.sceneDefs.Add(Scenes.DumpContent()); //args.ReportProgress(1f); contentPack.surfaceDefs.Add(SurfaceDefinitions.DumpContent()); args.ReportProgress(1f); yield break; }
public System.Collections.IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { this.contentPack.identifier = this.identifier; contentPack.bodyPrefabs.Add(Prefabs.bodyPrefabs.ToArray()); contentPack.buffDefs.Add(Buffs.buffDefs.ToArray()); contentPack.effectDefs.Add(Assets.effectDefs.ToArray()); contentPack.entityStateTypes.Add(States.entityStates.ToArray()); contentPack.masterPrefabs.Add(Prefabs.masterPrefabs.ToArray()); contentPack.networkSoundEventDefs.Add(Assets.networkSoundEventDefs.ToArray()); contentPack.projectilePrefabs.Add(Prefabs.projectilePrefabs.ToArray()); contentPack.skillDefs.Add(Skills.skillDefs.ToArray()); contentPack.skillFamilies.Add(Skills.skillFamilies.ToArray()); contentPack.survivorDefs.Add(Prefabs.survivorDefinitions.ToArray()); args.ReportProgress(1f); yield break; }
public System.Collections.IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { this.contentPack.identifier = this.identifier; contentPack.bodyPrefabs.Add(UrsaPlugin.characterBodies.ToArray()); contentPack.buffDefs.Add(UrsaPlugin.buffDefs.ToArray()); contentPack.effectDefs.Add(UrsaPlugin.effectDefs.ToArray()); contentPack.entityStateTypes.Add(UrsaPlugin.entityStateTypes.ToArray()); contentPack.masterPrefabs.Add(UrsaPlugin.characterMasters.ToArray()); contentPack.networkSoundEventDefs.Add(UrsaPlugin.networkSoundEventDefs.ToArray()); contentPack.projectilePrefabs.Add(UrsaPlugin.projectilePrefabs.ToArray()); contentPack.skillDefs.Add(UrsaPlugin.skillDefs.ToArray()); contentPack.skillFamilies.Add(UrsaPlugin.skillFamilies.ToArray()); contentPack.survivorDefs.Add(UrsaPlugin.survivorDefs.ToArray()); contentPack.unlockableDefs.Add(UrsaPlugin.unlockableDefs.ToArray()); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { DebrisBundle = AssetBundle.LoadFromMemory(Properties.Resources.debrisartifact); DebrisArtifact = ScriptableObject.CreateInstance <ArtifactDef>(); LanguageTokens.Add("DEB_NAME_TOKEN", "Artifact of Debris"); LanguageTokens.Add("DEB_DESC_TOKEN", "All items turn to scrap to be printed."); DebrisArtifact.nameToken = "DEB_NAME_TOKEN"; DebrisArtifact.descriptionToken = "DEB_DESC_TOKEN"; DebrisArtifact.smallIconDeselectedSprite = DebrisBundle.LoadAsset <Sprite>("Assets/Scrap_Dim.png"); DebrisArtifact.smallIconSelectedSprite = DebrisBundle.LoadAsset <Sprite>("Assets/Scrap.png"); ContentPack.artifactDefs.Add(new ArtifactDef[] { DebrisArtifact }); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { this.contentPack.identifier = this.identifier; contentPack.bodyPrefabs.Add(bodyPrefabs.ToArray()); contentPack.buffDefs.Add(buffDefs.ToArray()); contentPack.effectDefs.Add(effectDefs.ToArray()); contentPack.entityStateTypes.Add(entityStates.ToArray()); contentPack.masterPrefabs.Add(masterPrefabs.ToArray()); contentPack.networkedObjectPrefabs.Add(networkPrefabs.ToArray()); contentPack.networkSoundEventDefs.Add(networkSoundEventDefs.ToArray()); contentPack.projectilePrefabs.Add(projectilePrefabs.ToArray()); contentPack.skillDefs.Add(skillDefs.ToArray()); contentPack.skillFamilies.Add(skillFamilies.ToArray()); contentPack.survivorDefs.Add(survivorDefinitions.ToArray()); contentPack.unlockableDefs.Add(unlockableDefs.ToArray()); contentPack.sceneDefs.Add(sceneDefs.ToArray()); args.ReportProgress(1f); yield break; }
public System.Collections.IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { // Apparently R2API has it's own content pack and any of the "Add" methods in the various modules also add those assets to // R2API's content pack. Much of this was unneeded. Sigh. this.contentPack.identifier = this.identifier; contentPack.bodyPrefabs.Add(StanWorshipperPlugin.characterBodies.ToArray()); contentPack.buffDefs.Add(StanWorshipperPlugin.buffDefs.ToArray()); contentPack.effectDefs.Add(StanWorshipperPlugin.effectDefs.ToArray()); contentPack.entityStateTypes.Add(StanWorshipperPlugin.entityStateTypes.ToArray()); contentPack.masterPrefabs.Add(StanWorshipperPlugin.characterMasters.ToArray()); contentPack.networkSoundEventDefs.Add(StanWorshipperPlugin.networkSoundEventDefs.ToArray()); contentPack.projectilePrefabs.Add(StanWorshipperPlugin.projectilePrefabs.ToArray()); contentPack.skillDefs.Add(StanWorshipperPlugin.skillDefs.ToArray()); contentPack.skillFamilies.Add(StanWorshipperPlugin.skillFamilies.ToArray()); contentPack.survivorDefs.Add(StanWorshipperPlugin.survivorDefs.ToArray()); contentPack.unlockableDefs.Add(StanWorshipperPlugin.unlockableDefs.ToArray()); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { this.contentPack.identifier = this.identifier; contentPack.artifactDefs.Add(artifactDefs.ToArray()); contentPack.bodyPrefabs.Add(bodyPrefabs.ToArray()); contentPack.buffDefs.Add(buffDefs.ToArray()); contentPack.equipmentDefs.Add(equipmentDefs.ToArray()); contentPack.itemDefs.Add(itemDefs.ToArray()); contentPack.masterPrefabs.Add(masterPrefabs.ToArray()); contentPack.networkedObjectPrefabs.Add(networkedPrefabs.ToArray()); contentPack.projectilePrefabs.Add(projectilePrefabs.ToArray()); contentPack.skillDefs.Add(skillDefs.ToArray()); contentPack.skillFamilies.Add(skillFamilies.ToArray()); contentPack.survivorDefs.Add(survivorDefs.ToArray()); contentPack.unlockableDefs.Add(unlockableDefs.ToArray()); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { args.ReportProgress(1f); yield break; }
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; }