public static void Load(DataLoadScript loader, ModInfo modinfo) { foreach (Func <DataStructure.Map.Tile> tileload in loader.TileList) { Map.Tile tile = tileload(); tile.modInfo = modinfo; StaticUse.mainstorage.TileStorage.Add(tile); _ = tile.sprite; } foreach (Func <DataStructure.Map.Material> materialload in loader.MaterialList) { Map.Material material = materialload(); material.modInfo = modinfo; StaticUse.mainstorage.MaterialStorage.Add(material); } foreach (Func <DataStructure.Map.BaseChunk> basechunkload in loader.BaseChunkList) { Map.BaseChunk basechunk = basechunkload(); basechunk.modInfo = modinfo; StaticUse.mainstorage.BaseChunkStorage.Add(basechunk); } }
public DataStorage data;//this is ref public void Initialize() { load.MaterialList.Add(() => { Map.Material material = new Map.Material(); material.CodeName = @"material/none"; material.Name["KOR"] = "없음"; material.Name["ENG"] = "None"; material.Explanation["KOR"] = "재료 없음"; material.Explanation["ENG"] = "No Material"; return(material); }); load.MaterialList.Add(() => { Map.Material material = new Map.Material(); material.CodeName = @"material/wood"; material.Name["KOR"] = "나무"; material.Name["ENG"] = "Wood"; material.Explanation["KOR"] = "불에 잘타는 나무"; return(material); }); //Material load end load.TileList.Add(() => { Map.Tile tile = new Map.Tile(); tile.CodeName = @"tile/floor/empty"; tile.Name["KOR"] = "빈칸"; tile.Name["ENG"] = "Empty"; tile.Explanation["KOR"] = "설명"; tile.Explanation["ENG"] = "explain"; tile.DeathHelp["KOR"] = "이타일효과로 뒤졌을때 뜨는 도움말"; tile.DeathHelp["ENG"] = "help when died by this tile"; tile.ImagePath = @"graphic\tile\floor\empty.png"; tile.Priority = Drawable.EPriority.Floor; tile.Attribute.Add("PlayerPassable", true); tile.Attribute.Add("LightPassable", true); tile.Event.Add("Update", () => { }); tile.Event.Add("PlayerOnTile", () => { }); return(tile); }); load.TileList.Add(() => { Map.Tile tile = new Map.Tile(); tile.CodeName = @"tile/floor/grass"; tile.Name["KOR"] = "잔디"; tile.Explanation["KOR"] = "설명"; tile.DeathHelp["KOR"] = "이타일효과로 뒤졌을때 뜨는 도움말"; tile.ImagePath = @"graphic\tile\floor\grass.png"; tile.Priority = Drawable.EPriority.Floor; tile.Attribute.Add("PlayerPassable", true); tile.Attribute.Add("LightPassable", true); return(tile); }); //Tile load end }