public static void Initialize() { GameObject gameObject = new GameObject("BasicStages", typeof(BasicStages)); Instance = gameObject.GetComponent <BasicStages>(); DontDestroyOnLoad(gameObject); }
private void InitConfig() { /* * Mod menu now uses a single function to add options etc. (AddToWriteQueue) * your specified options should be added to this function in the same format as stated under * * Keybindings: * AddToWriteQueue("(key)keyName", "LeftShift"); value can be: Any KeyCode as a string e.g. "LeftShift" * * Options: * AddToWriteQueue("(bool)boolName", "true"); value can be: ["true" | "false"] * AddToWriteQueue("(int)intName", "27313"); value can be: any number as a string. For instance "123334" * AddToWriteQueue("(slider)sliderName", "50|0|100"); value must be: "Default value|Min Value|MaxValue" * AddToWriteQueue("(header)headerName", "Header Text"); value can be: Any string * AddToWriteQueue("(gap)gapName", "identifier"); value does not matter, just make name and value unique from other gaps * * ModInformation: * AddToWriteQueue("(text)text1", "Descriptive text"); value can be: Any string */ // Insert your options here \/ var stageNames = BasicStages.GetStageNames(false); var stage2DNames = BasicStages.GetStageNames(true); AddToWriteQueue("(bool)overrideAllStagesToBasic", "true"); AddToWriteQueue("(gap)stageGap1", ""); AddToWriteQueue("(header)header1", "Basic Stages"); for (int i = 0; i < stageNames.Length; i++) { AddToWriteQueue($"(bool){stageNames[i]}", "false"); } AddToWriteQueue("(gap)stageGap2", ""); AddToWriteQueue("(header)header2", "Basic Retro Stages"); for (int i = 0; i < stage2DNames.Length; i++) { AddToWriteQueue($"(bool){stage2DNames[i]}", "false"); } ModMenu.Instance.WriteIni(gameObject.name, writeQueue, configKeys, configBools, configInts, configSliders, configHeaders, configGaps, configText); writeQueue.Clear(); }