public override void OnModLoaded() { var playlistButton = ModAssets.Instantiate <GameObject>("PlaylistButton_pre"); PlaylistButton.ReloadPlaylists(); log("PlaylistMod loaded"); }
public static void LoadMods() { SecondaryLog($"In {nameof(ModLoader)}.{nameof(LoadMods)}!"); SecondaryLog("Getting config..."); var config = GetConfig(); if (config == null) { SecondaryLog("Config is null"); return; } SecondaryLog("Got config!"); SecondaryLog("Loading mods..."); try { var logger = new ModLogger(config); var console = new ModConsole(config); var harmonyHelper = new HarmonyHelper(logger, console); var events = new ModEvents(harmonyHelper); var assets = new ModAssets(console); var helper = new ModHelper(config, logger, console, events, harmonyHelper, assets); var modFinder = new ModFinder(config); var owo = new Owo(helper, modFinder); owo.LoadMods(); SecondaryLog("Loaded mods"); } catch (Exception ex) { SecondaryLog("Error while loading mods: " + ex); } }
public override void OnModLoaded() { GameObject obj = ModAssets.Instantiate <GameObject>("RequestButton_pre"); TwitchBot.userText = ModAssets.Instantiate <GameObject>("UserText"); log("TwitchColorMod loaded"); }
// Called once, when mod is loading after game is fully loaded public override void OnLoad() { // Load dem assets AssetBundle ab = ModAssets.LoadBundle(Properties.Resources.mop); GameObject originalMop = ab.LoadAsset <GameObject>("mop.prefab"); mop = GameObject.Instantiate <GameObject>(originalMop); ab.Unload(false); // Add MopBehaviour component MopBehaviour behaviour = mop.AddComponent <MopBehaviour>(); // Load save data MopSaveData mopSaveData = ModSave.Load <MopSaveData>(SaveFile); if (mopSaveData != null) { behaviour.Initialize(mopSaveData); } GameObject actualMopManager = new GameObject("ActualMopManager"); MopOptimization optimization = actualMopManager.AddComponent <MopOptimization>(); optimization.Initialize(mop.transform); }
private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1) { if (arg0.name.Contains("Stage")) { object_left = ModAssets.Instantiate <GameObject>("BananaL_pre"); object_right = ModAssets.Instantiate <GameObject>("BananaR_pre"); } }
private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1) { if (arg0.name.Contains("Stage")) { object_left = ModAssets.Instantiate <GameObject>("BoxL_pre"); object_left.transform.localScale = new Vector3(0.09f, 0.09f, 0.09f); object_right = ModAssets.Instantiate <GameObject>("BoxR_pre"); object_right.transform.localScale = new Vector3(0.09f, 0.09f, 0.09f); } }
private IModHelper CreateModHelper(IModData modData) { var logger = new ModLogger(_owmlConfig, modData.Manifest); var console = OutputFactory.CreateOutput(_owmlConfig, _logger, modData.Manifest); var assets = new ModAssets(console, modData.Manifest); var storage = new ModStorage(console, modData.Manifest); var events = new ModEvents(logger, console, _harmonyHelper); var interaction = new ModInteraction(_modList, new InterfaceProxyFactory(), modData.Manifest); return(new ModHelper.ModHelper(logger, console, _harmonyHelper, events, assets, storage, _menus, modData.Manifest, modData.Config, _owmlConfig, interaction)); }
private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1) { if (arg0.name.Contains("Stage")) { egg = ModAssets.Instantiate <GameObject>("Easter_pre"); } else { EggScript.DestroyEggScript(); UnityEngine.Object.Destroy(egg); egg = null; } }
private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1) { if (arg0.name.Contains("Stage")) { battery = ModAssets.Instantiate <GameObject>("battery_pre"); BatteryBar.bar = ModAssets.Instantiate <GameObject>("bar_pre"); } else { BatteryBar.GameOverCallback = null; BatteryBar.DestroyBatteryBar(); UnityEngine.Object.Destroy(battery); battery = null; } }
private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1) { if (arg0.name.Contains("Stage")) { pumpkin = ModAssets.Instantiate <GameObject>("Pumpkin_pre"); object_left = ModAssets.Instantiate <GameObject>("Cube_pre"); object_right = ModAssets.Instantiate <GameObject>("Cube_pre"); } else { PumpkinScript.DestroyPumpkinScript(); UnityEngine.Object.Destroy(pumpkin); pumpkin = null; } }
/*---Called when our mod is registered into the game. Use this for setting stuff up---*/ public override void OnRegistered() { // load assets GrenadeAssets = ModAssets.Load(Path.Combine(ModLocation, "grenade.nga")); GrenadePrefab = GrenadeAssets.GetComponent <CustomPrefab>("Grenade", false); ExposionPrefab = GrenadeAssets.GetAsset <GameObject>("Explosion"); GrenadePickupLine = GrenadeAssets.GetAsset <AudioClip>("Voice_Pickup"); GrenadeWarningLine = GrenadeAssets.GetAsset <AudioClip>("Voice_Warning"); Texture2D iconTexture = GrenadeAssets.GetAsset <Texture2D>("Icon"); // sprites are always saved as texture2d, we'll need to convert it back to a sprite manually GrenadeIcon = Sprite.Create(iconTexture, new Rect(0.0f, 0.0f, iconTexture.width, iconTexture.height), Vector2.zero); // setup prefab explosion with callback (see the script for more details) ExposionPrefab.AddComponent <GrenadeParticleCallback>(); /*--------------------------------------------------------------------------- * Register the pickup. There's a lot going on here, so let's break this down * --------------------------------------------------------------------------*/ RegisteredPickup = new Pickup( r => new GrenadePickup(r), // when the ship goes to setup the pickup logic, this returns a new instance of our weapon pickup class "grenades", // this is the name of the pickup and will be used for stuff like the give command GrenadeIcon, // this is the icon of the pickup for the hud Pickup.EHudColor.Offensive, // this is the color of the pickup icon. Offensive is red, defensive is green GrenadePickupLine, // the audio clip to play when a player picks this pickup up GrenadeWarningLine, // the audio clip to play for AI warning callouts for this pickup new [] { "Grenades_Pickup", "Grenades_Warning" }, // the name of the .wav files to load for custom sound packs. First entry is the pickup line, 2nd is the warning (ship, chance) => ship.CurrentPlace > 1, // called when determining to give this pickup to a ship. Return true to always give the pickup to a ship, // otherwise return your condition as true/false here // the chance value is a random value between 0 and 100 that you can also use for extra randomness 100); // the weighting of the pickup. This is how likely this pickup is to be picked. A higher number = better chance of being picked // register Network Packet Callback NgNetworkBase.OnRecievedCustomPacketData += OnRecievedCustomPacketData; }
public override BuildingDef CreateBuildingDef() { var buildingDef = BuildingTemplates.CreateBuildingDef( ID, 1, 1, ANIM, 100, 3f, BUILDINGS.CONSTRUCTION_MASS_KG.TIER3, MATERIALS.REFINED_METALS, 1600f, BuildLocationRule.Tile, BUILDINGS.DECOR.NONE, NOISE_POLLUTION.NONE ); BuildingTemplates.CreateFoundationTileDef(buildingDef); buildingDef.Floodable = false; buildingDef.Overheatable = false; buildingDef.Entombable = false; buildingDef.UseStructureTemperature = false; buildingDef.AudioCategory = "Metal"; buildingDef.AudioSize = "small"; buildingDef.BaseTimeUntilRepair = -1f; buildingDef.SceneLayer = Grid.SceneLayer.TileMain; buildingDef.isKAnimTile = true; buildingDef.ConstructionOffsetFilter = BuildingDef.ConstructionOffsetFilter_OneDown; buildingDef.BlockTileIsTransparent = true; buildingDef.BlockTileMaterial = Assets.GetMaterial("tiles_solid"); buildingDef.BlockTileAtlas = ModAssets.GetCustomTileAtlas(Path.Combine("anim", "assets", "tiles_permeable")); buildingDef.BlockTilePlaceAtlas = ModAssets.GetCustomTileAtlas(Path.Combine("anim", "assets", "tiles_permeable_place")); buildingDef.DecorBlockTileInfo = Assets.GetBlockTileDecorInfo("tiles_mesh_tops_decor_info"); buildingDef.DecorPlaceBlockTileInfo = Assets.GetBlockTileDecorInfo("tiles_mesh_tops_decor_place_info"); buildingDef.DragBuild = true; return(buildingDef); }
public override void OnModLoaded() { var deleteButton = ModAssets.Instantiate<GameObject>("DeleteButton_pre"); log("DeleteMod loaded"); }
public override void OnModLoaded() { GameObject obj = ModAssets.Instantiate <GameObject>("RandomButton_pre"); }
public static void Postfix() { ModAssets.AddSpriteFromFile("overlay_info"); }
public override void OnModLoaded() { Debug.Log("Mod Loaded"); GameObject eventViewer = ModAssets.Instantiate <GameObject>("ModEventViewer"); }
public override void OnModLoaded() { Debug.Log("SynthEssentials Mod Loaded"); essentialsWrap = ModAssets.Instantiate <GameObject>(PREFAB_NAME); essentialsWrap.name = PREFAB_NAME; }
public override void OnModLoaded() { // Spawn the sphere sphere = ModAssets.Instantiate <GameObject>("Sphere"); sphere.transform.localScale = new Vector3(scale, scale, scale); }
public override void OnModLoaded() { var canvasWrapper = ModAssets.Instantiate <GameObject>("CanvasWrap"); CanvasWrap.HideMe(); }
public static void Postfix() { ModAssets.AddSpriteFromFile("traffic_overlay_icon"); }
public override void OnModLoaded() { Debug.Log("ComingSoon Mod Loaded"); trailersWrap = ModAssets.Instantiate <GameObject>(PREFAB_NAME); trailersWrap.name = PREFAB_NAME; }