Пример #1
0
        //Post register fixups
        private static void onPostAdd()
        {
            foreach (var kv in models)
            {
                kv.Value.Preload();
                PrefabDesc pdesc = kv.Value.prefabDesc;

                Material assMat = LDB.models.modelArray[65].prefabDesc.materials[0];
                pdesc.lodMaterials[0][0] = assMat;

                VFPreload.SaveGameObjectResources(pdesc.prefab);
                VFPreload.SaveGameObjectResources(pdesc.colliderPrefab);
                VFPreload.SaveObject(pdesc.mesh);
                VFPreload.SaveMeshes(pdesc.meshes);
                VFPreload.SaveObject(pdesc.meshCollider);
                VFPreload.SaveMaterials(pdesc.materials);
                VFPreload.SaveMeshes(pdesc.lodMeshes);
                VFPreload.SaveMaterials(pdesc.lodMaterials);
                LDB.models.modelArray[kv.Value.ID] = kv.Value;
            }
            foreach (var kv in items)
            {
                kv.Value.Preload(kv.Value.index);
            }
            foreach (var kv in recipes)
            {
                kv.Value.Preload(kv.Value.index);
            }
        }
Пример #2
0
        public static void Postfix(VFPreload __instance)
        {
            var stringProtoSet = LDB.strings;

            foreach (var languageContainer in TranslationManager.Langauges)
            {
                var templateLanguageData = new LanguageData(languageContainer.Settings, stringProtoSet);
                languageContainer.LoadTranslation(templateLanguageData);
            }
        }
Пример #3
0
        //Post register fixups
        private static void onPostAdd()
        {
            foreach (var kv in models)
            {
                kv.Value.Preload();
                PrefabDesc pdesc = kv.Value.prefabDesc;

                if (pdesc.minerType == EMinerType.Vein)
                {
                    pdesc.beltSpeed = 1;
                }

                Material[] mats = pdesc.materials;
                for (int i = 0; i < pdesc.lodMaterials[0].Length; i++)
                {
                    pdesc.lodMaterials[0][i] = mats[i];
                }

                VFPreload.SaveGameObjectResources(pdesc.prefab);
                VFPreload.SaveGameObjectResources(pdesc.colliderPrefab);
                VFPreload.SaveObject(pdesc.mesh);
                VFPreload.SaveMeshes(pdesc.meshes);
                VFPreload.SaveObject(pdesc.meshCollider);
                VFPreload.SaveMaterials(pdesc.materials);
                VFPreload.SaveMeshes(pdesc.lodMeshes);
                VFPreload.SaveMaterials(pdesc.lodMaterials);
                LDB.models.modelArray[kv.Value.ID] = kv.Value;
            }

            foreach (var kv in items)
            {
                kv.Value.Preload(kv.Value.index);
            }

            foreach (var kv in recipes)
            {
                kv.Value.Preload(kv.Value.index);
            }

            logger.LogInfo("Post loading is complete!");
        }