private void UpdateCardModel(CatalogBoilerplate sender)
        {
            if (sender.pickupDef != null && !globalConfig.hideDesc)
            {
                var cobj = sender.pickupDef.displayPrefab;
                if (!cobj)
                {
                    return;
                }
                var ctsf = sender.pickupDef.displayPrefab.transform;
                if (!ctsf)
                {
                    return;
                }
                var cfront = ctsf.Find("cardfront");
                if (!cfront)
                {
                    return;
                }

                cfront.Find("carddesc").GetComponent <TextMeshPro>().text = Language.GetString(globalConfig.longDesc ? sender.descToken : sender.pickupToken);
                cfront.Find("cardname").GetComponent <TextMeshPro>().text = Language.GetString(sender.nameToken);

                if (sender.logbookEntry != null)
                {
                    sender.logbookEntry.modelPrefab = sender.pickupDef.displayPrefab;
                }
            }
        }
        private void Start()
        {
            pluginIsStarted = true;

            Logger.LogDebug("Performing late setup:");

            Logger.LogDebug("Late setup for individual items...");
            T2Module.SetupAll_PluginStart(masterItemList);

            Logger.LogDebug("Late setup done!");

            CatalogBoilerplate.ConsoleDump(Logger, masterItemList);
        }
示例#3
0
 private void Start()
 {
     T2Module.SetupAll_PluginStart(masterItemList);
     CatalogBoilerplate.ConsoleDump(Logger, masterItemList);
 }
示例#4
0
 private void Start()
 {
     CatalogBoilerplate.ConsoleDump(Logger, masterItemList);
 }
示例#5
0
 private void Start()
 {
     Log.Debug("Performing late setup:");
     Log.Debug("Nothing to perform. Early setup was done.");
     CatalogBoilerplate.ConsoleDump(Logger, chensItemList);
 }
 private void Start()
 {
     T2Module.SetupAll_PluginStart(masterItemList);
     CatalogBoilerplate.ConsoleDump(Logger, masterItemList);
     On.RoR2.CharacterBody.OnInventoryChanged += On_InventoryChanged;
 }