// set a skill tree icon for a skill public static void SetSkillSmallIcon(int id, string textureName) { Skill skill = ResourcesPrefabManager.Instance.GetItemPrefab(id) as Skill; var tex = SL.Instance.TextureData[textureName]; tex.filterMode = FilterMode.Bilinear; skill.SkillTreeIcon = TexReplacer.CreateSprite(tex); }
public void SetItemIcon(Item item, Texture2D icon) { var sprite = TexReplacer.CreateSprite(icon); At.SetValue(sprite, typeof(Item), item, "m_itemIcon"); }
private IEnumerator Init() { Log("Version " + SL.BaseInstance.Version + " starting...", 0); // Add Components this.gameObject.AddComponent <AssetBundleLoader>(); this.gameObject.AddComponent <TexReplacer>(); this.gameObject.AddComponent <CustomItems>(); this.gameObject.AddComponent <AudioReplacer>(); this.gameObject.AddComponent <CustomSkills>(); this.gameObject.AddComponent <CustomCharacters>(); // legacy references CustomItems = this.gameObject.GetComponent <CustomItems>(); TexReplacer = this.gameObject.GetComponent <TexReplacer>(); // read folders, store all file paths in FilePaths dictionary CheckFolders(); // wait for RPM to finish loading while (!ResourcesPrefabManager.Instance.Loaded) { yield return(null); } // load texture changes Loading = true; StartCoroutine(TexReplacer.Instance.LoadTextures()); while (Loading) { yield return(null); } // wait for loading callback to be set to false // load asset bundles Loading = true; StartCoroutine(AssetBundleLoader.Instance.LoadAssetBundles()); while (Loading) { yield return(null); } // load custom items Loading = true; StartCoroutine(CustomItems.Instance.LoadItems()); while (Loading) { yield return(null); } // load audio filepaths Loading = true; StartCoroutine(AudioReplacer.Instance.LoadAudioClips()); while (Loading) { yield return(null); } // load something else... // Check currently loaded assets and replace what we can Loading = true; StartCoroutine(TexReplacer.Instance.ReplaceActiveAssets()); while (Loading) { yield return(null); } Log("Finished initialization.", 0); InitDone = 1; }
internal void Awake() { Instance = this; }