コード例 #1
0
ファイル: TBAR.cs プロジェクト: HellGoesOn/TBAR
        public override void Load()
        {
            base.Load();

            TimeStopManager = new TimeStopManager();
            TimeSkipManager = new TimeSkipManager();

            if (!Main.dedServ)
            {
                UIManager.Instance.Initialize();
                TextureLoader.Load();

                Ref <Effect> screenRef = new Ref <Effect>(GetEffect("Effects/ShockwaveEffect")); // The path to the compiled shader file.
                Filters.Scene["Shockwave"] = new Filter(new ScreenShaderData(screenRef, "Shockwave"), EffectPriority.VeryHigh);
                Filters.Scene["Shockwave"].Load();

                SkyManager.Instance["TBA:TimeStopInvert"] = new PerfectlyNormalSky();
                Filters.Scene["TBA:TimeStopInvert"]       = new Filter(new ScreenShaderData("FilterInvert"), EffectPriority.High);

                Filters.Scene["TBA:FreezeSky"]       = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(.7f, .7f, .7f), EffectPriority.VeryHigh);
                SkyManager.Instance["TBA:FreezeSky"] = new FreezeSky();
                AddEquipTexture(null, EquipType.Head, "DiavoloHead", "TBAR/Items/Vanity/VinegarDisguise/DiavoloHead_Head");
                AddEquipTexture(null, EquipType.Body, "DiavoloBody", "TBAR/Items/Vanity/VinegarDisguise/DiavoloChest_Body", "TBAR/Items/Vanity/VinegarDisguise/DiavoloChest_Arms");
            }

            SteamHelper.Initialize();

            OnEdits.Instance.LoadEdits();

            StandLoader.Instance.Load();
            TBARInputs.Load(this);
        }
コード例 #2
0
ファイル: TBAR.cs プロジェクト: HellGoesOn/TBAR
        public override void Unload()
        {
            base.Unload();

            StandLoader.Unload();
            TextureLoader.Unload();
            UIManager.Unload();

            TBARInputs.Unload();
            OnEdits.Instance.UnloadEdits();

            TimeStopManager = null;
            TimeSkipManager = null;

            OnEdits.EndLife();

            Instance = null;
        }