/// <summary>The mod entry point.</summary> /// <param name="helper" /> public override void Entry(IModHelper helper) { DeclareGlobals(helper); modAssetEditor = new AssetEditor(); helper.Content.AssetEditors.Add(modAssetEditor); helper.Events.GameLoop.GameLaunched += (sender, args) => { CheckForContentPatcherAPI(); ContentPackHelper.RegisterTokens(); ContentPackHelper.CheckForValidContentPacks(); ModConfigMenuHelper.TryLoadModConfigMenu(); LoadAssets(); }; helper.Events.GameLoop.SaveLoaded += (sender, args) => { ContentPackHelper.ReloadContentPacks(); ContentPackHelper.ProcessConfigOverrides(); CheckBundleData(); }; helper.Events.GameLoop.DayStarted += (sender, args) => { ContentPackHelper.ProcessDailyUpdates(); CheckBundleData(); }; AddConsoleCommands(); ApplyPatches(); }
private void LoadAssets() { Monitor.Log(AssetEditor.LoadAssets() ? "Loaded assets" : "Failed to load assets"); }