public override void Load() { SteamHelper.Initialize(); On.Terraria.Main.DrawTiles += Main_DrawTiles; On.Terraria.Main.DrawBlack += Main_DrawBlack; On.Terraria.Main.DrawWalls += Main_DrawWalls; //VoiceRecognitionSystem.Load(); TBAInputs.Load(this); TimeStopManagement.Load(); if (!Main.dedServ) { Textures.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); UIManager.Load(); 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", "TerrarianBizzareAdventure/Items/Armor/Vanity/Vinegar/DiavoloHead_Head"); AddEquipTexture(null, EquipType.Body, "DiavoloBody", "TerrarianBizzareAdventure/Items/Armor/Vanity/Vinegar/DiavoloChest_Body", "TerrarianBizzareAdventure/Items/Armor/Vanity/Vinegar/DiavoloChest_Arms"); } }
public override void Unload() { Instance = null; On.Terraria.Main.DrawTiles -= Main_DrawTiles; On.Terraria.Main.DrawBlack -= Main_DrawBlack; On.Terraria.Main.DrawWalls -= Main_DrawWalls; TBAInputs.Unload(); TimeStopManagement.Unload(); Textures.Unload(); StandLoader.Instance.Unload(); }