private void Awake() { instance = this; // Load/Configure everything Modules.Config.ReadConfig(); Modules.Assets.Init(); if (cancel) { return; } Modules.Shaders.init(); Modules.Tokens.Init(); Modules.Prefabs.Init(); Modules.Buffs.Init(); Modules.ItemDisplays.Init(); Modules.UnlockablesTemp.Init(); // Any debug stuff you need to do can go here before initialisation if (debug) { Modules.Helpers.AwakeDebug(); } //Initialize Content Pack Modules.ContentPackProvider.Initialize(); Hook(); }
private void Awake() { instance = this; // check for soft dependencies if (BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.TeamMoonstorm.Starstorm2")) { starstormInstalled = true; } if (BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.DestroyedClone.AncientScepter")) { scepterInstalled = true; } if (BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.KingEnderBrine.ScrollableLobbyUI")) { scrollableLobbyInstalled = true; } // load assets and read config Modules.Assets.PopulateAssets(); Modules.Config.ReadConfig(); Modules.States.RegisterStates(); // register states for networking Modules.Buffs.RegisterBuffs(); // add and register custom buffs/debuffs Modules.Projectiles.RegisterProjectiles(); // add and register custom projectiles Modules.Tokens.AddTokens(); // register name tokens Modules.ItemDisplays.PopulateDisplays(); // collect item display prefabs for use in our display rules Modules.Orbs.RegisterOrbs(); // register orbs Modules.Effects.RegisterEffects(); // register effects Modules.Unlockables.RegisterUnlockables(); // add unlockables Modules.Survivors.Manipulator.CreateCharacter(); //new Modules.ContentPacks().CreateContentPack(); new Modules.ContentPacks().Initialize(); //AutoSprint(); Hook(); }