Exemplo n.º 1
0
        void Awake()
        {
            Debug.Log("Begin mod init: BasicRoads");

            // If splatmapping mod is enabled, paint thicker dirt tracks as thin diagonal ones look awful.
            Mod  splatMod        = ModManager.Instance.GetModFromGUID("21a4ed84-12c3-4979-b1ef-8b9169d03922");
            bool splatModEnabled = splatMod != null && splatMod.Enabled;

            ModSettings settings            = mod.GetSettings();
            bool        smoothRoads         = settings.GetBool("Settings", "SmoothRoads");
            bool        riversStreams       = settings.GetBool("Settings", "RiversAndStreams");
            bool        pathEditingEnabled  = settings.GetBool("Editing", "PathEditingEnabled");
            bool        waterEditingEnabled = settings.GetBool("Editing", "WaterEditingEnabled");
            string      editingEnabled      = pathEditingEnabled ? "path" : (waterEditingEnabled ? "water" : null);

            roadTexturing = new BasicRoadsTexturing(smoothRoads, riversStreams, editingEnabled, splatModEnabled);
            DaggerfallUnity.Instance.TerrainTexturing = roadTexturing;

            if (editingEnabled != null)
            {
                BasicRoadsPathEditor.waterEditing = waterEditingEnabled;
                BasicRoadsPathEditor editor = BasicRoadsPathEditor.Instance;
            }

            mod.MessageReceiver = MessageReceiver;
            mod.IsReady         = true;
            Debug.Log("Finished mod init: BasicRoads");
        }
Exemplo n.º 2
0
        void Awake()
        {
            Debug.Log("Begin mod init: BasicRoads");

            ModSettings settings       = mod.GetSettings();
            bool        smoothRoads    = settings.GetBool("Settings", "SmoothRoads");
            bool        editingEnabled = settings.GetBool("Editing", "EditingEnabled");

            DaggerfallUnity.Instance.TerrainTexturing = new BasicRoadsTexturing(smoothRoads);

            if (editingEnabled)
            {
                BasicRoadsPathEditor editor = BasicRoadsPathEditor.Instance;
            }

            mod.IsReady = true;
            Debug.Log("Finished mod init: BasicRoads");
        }