示例#1
0
 internal void SetupContent()
 {
     foreach (ModItem item in items.Values)
     {
         ItemLoader.SetDefaults(item.item, false);
         item.AutoStaticDefaults();
         item.SetStaticDefaults();
     }
     foreach (ModPrefix prefix in prefixes.Values)
     {
         prefix.AutoDefaults();
         prefix.SetDefaults();
     }
     foreach (ModDust dust in dusts.Values)
     {
         dust.SetDefaults();
     }
     foreach (ModTile tile in tiles.Values)
     {
         Main.tileTexture[tile.Type] = ModContent.GetTexture(tile.texture);
         TileLoader.SetDefaults(tile);
         if (TileID.Sets.HasOutlines[tile.Type])
         {
             Main.highlightMaskTexture[tile.Type] = ModContent.GetTexture(tile.HighlightTexture);
         }
         if (!string.IsNullOrEmpty(tile.chest))
         {
             TileID.Sets.BasicChest[tile.Type] = true;
         }
     }
     foreach (GlobalTile globalTile in globalTiles.Values)
     {
         globalTile.SetDefaults();
     }
     foreach (ModWall wall in walls.Values)
     {
         Main.wallTexture[wall.Type] = ModContent.GetTexture(wall.texture);
         wall.SetDefaults();
     }
     foreach (GlobalWall globalWall in globalWalls.Values)
     {
         globalWall.SetDefaults();
     }
     foreach (ModProjectile projectile in projectiles.Values)
     {
         ProjectileLoader.SetDefaults(projectile.projectile, false);
         projectile.AutoStaticDefaults();
         projectile.SetStaticDefaults();
     }
     foreach (ModNPC npc in npcs.Values)
     {
         NPCLoader.SetDefaults(npc.npc, false);
         npc.AutoStaticDefaults();
         npc.SetStaticDefaults();
     }
     foreach (ModMountData modMountData in mountDatas.Values)
     {
         var mountData = modMountData.mountData;
         mountData.modMountData = modMountData;
         MountLoader.SetupMount(mountData);
         Mount.mounts[modMountData.Type] = mountData;
     }
     foreach (ModBuff buff in buffs.Values)
     {
         Main.buffTexture[buff.Type] = ModContent.GetTexture(buff.texture);
         buff.SetDefaults();
     }
     foreach (ModWaterStyle waterStyle in waterStyles.Values)
     {
         LiquidRenderer.Instance._liquidTextures[waterStyle.Type] = ModContent.GetTexture(waterStyle.texture);
         Main.liquidTexture[waterStyle.Type] = ModContent.GetTexture(waterStyle.blockTexture);
     }
     foreach (ModWaterfallStyle waterfallStyle in waterfallStyles.Values)
     {
         Main.instance.waterfallManager.waterfallTexture[waterfallStyle.Type]
             = ModContent.GetTexture(waterfallStyle.texture);
     }
 }
示例#2
0
 public override void SetupContent()
 {
     LiquidRenderer.Instance._liquidTextures[Type] = ModContent.GetTexture(Texture);
     TextureAssets.Liquid[Type] = ModContent.GetTexture(BlockTexture);
 }
示例#3
0
 public override void SetupContent()
 {
     Main.instance.waterfallManager.waterfallTexture[Type] = ModContent.GetTexture(Texture);
 }
示例#4
0
 public sealed override void SetupContent()
 {
     TextureAssets.Buff[Type] = ModContent.GetTexture(Texture);
     SetDefaults();
     BuffID.Search.Add(FullName, Type);
 }
示例#5
0
 internal static void ResizeAndFillArrays()
 {
     Array.Resize(ref Main.armorHeadLoaded, nextEquip[EquipType.Head]);
     Array.Resize(ref Main.armorBodyLoaded, nextEquip[EquipType.Body]);
     Array.Resize(ref Main.armorLegsLoaded, nextEquip[EquipType.Legs]);
     Array.Resize(ref Main.accHandsOnLoaded, nextEquip[EquipType.HandsOn]);
     Array.Resize(ref Main.accHandsOffLoaded, nextEquip[EquipType.HandsOff]);
     Array.Resize(ref Main.accBackLoaded, nextEquip[EquipType.Back]);
     Array.Resize(ref Main.accFrontLoaded, nextEquip[EquipType.Front]);
     Array.Resize(ref Main.accShoesLoaded, nextEquip[EquipType.Shoes]);
     Array.Resize(ref Main.accWaistLoaded, nextEquip[EquipType.Waist]);
     Array.Resize(ref Main.wingsLoaded, nextEquip[EquipType.Wings]);
     Array.Resize(ref Main.accShieldLoaded, nextEquip[EquipType.Shield]);
     Array.Resize(ref Main.accNeckLoaded, nextEquip[EquipType.Neck]);
     Array.Resize(ref Main.accFaceLoaded, nextEquip[EquipType.Face]);
     Array.Resize(ref Main.accballoonLoaded, nextEquip[EquipType.Balloon]);
     foreach (EquipType type in EquipTypes)
     {
         for (int k = GetNumVanilla(type); k < nextEquip[type]; k++)
         {
             GetLoadedArray(type)[k] = true;
         }
     }
     Array.Resize(ref Main.armorHeadTexture, nextEquip[EquipType.Head]);
     Array.Resize(ref Main.armorBodyTexture, nextEquip[EquipType.Body]);
     Array.Resize(ref Main.femaleBodyTexture, nextEquip[EquipType.Body]);
     Array.Resize(ref Main.armorArmTexture, nextEquip[EquipType.Body]);
     Array.Resize(ref Main.armorLegTexture, nextEquip[EquipType.Legs]);
     Array.Resize(ref Main.accHandsOnTexture, nextEquip[EquipType.HandsOn]);
     Array.Resize(ref Main.accHandsOffTexture, nextEquip[EquipType.HandsOff]);
     Array.Resize(ref Main.accBackTexture, nextEquip[EquipType.Back]);
     Array.Resize(ref Main.accFrontTexture, nextEquip[EquipType.Front]);
     Array.Resize(ref Main.accShoesTexture, nextEquip[EquipType.Shoes]);
     Array.Resize(ref Main.accWaistTexture, nextEquip[EquipType.Waist]);
     Array.Resize(ref Main.wingsTexture, nextEquip[EquipType.Wings]);
     Array.Resize(ref Main.accShieldTexture, nextEquip[EquipType.Shield]);
     Array.Resize(ref Main.accNeckTexture, nextEquip[EquipType.Neck]);
     Array.Resize(ref Main.accFaceTexture, nextEquip[EquipType.Face]);
     Array.Resize(ref Main.accBalloonTexture, nextEquip[EquipType.Balloon]);
     foreach (EquipType type in EquipTypes)
     {
         foreach (var entry in equipTextures[type])
         {
             int          slot    = entry.Key;
             EquipTexture texture = entry.Value;
             GetTextureArray(type)[slot] = ModContent.GetTexture(texture.Texture);
             if (type == EquipType.Body)
             {
                 Main.femaleBodyTexture[slot] = ModContent.GetTexture(femaleTextures[slot]);
                 Main.armorArmTexture[slot]   = ModContent.GetTexture(armTextures[slot]);
             }
         }
     }
     Array.Resize(ref Item.headType, nextEquip[EquipType.Head]);
     foreach (var entry in slotToId[EquipType.Head])
     {
         Item.headType[entry.Key] = entry.Value;
     }
     Array.Resize(ref Item.bodyType, nextEquip[EquipType.Body]);
     foreach (var entry in slotToId[EquipType.Body])
     {
         Item.bodyType[entry.Key] = entry.Value;
     }
     Array.Resize(ref Item.legType, nextEquip[EquipType.Legs]);
     foreach (var entry in slotToId[EquipType.Legs])
     {
         Item.legType[entry.Key] = entry.Value;
     }
 }
示例#6
0
 public sealed override void SetupContent()
 {
     ModContent.GetTexture(Texture);
     SetDefaults();
 }
示例#7
0
        internal static void ResizeAndFillArrays()
        {
            //Textures
            Array.Resize(ref TextureAssets.ArmorHead, nextEquip[EquipType.Head]);
            Array.Resize(ref TextureAssets.ArmorBody, nextEquip[EquipType.Body]);
            Array.Resize(ref TextureAssets.FemaleBody, nextEquip[EquipType.Body]);
            Array.Resize(ref TextureAssets.ArmorArm, nextEquip[EquipType.Body]);
            Array.Resize(ref TextureAssets.ArmorLeg, nextEquip[EquipType.Legs]);
            Array.Resize(ref TextureAssets.AccHandsOn, nextEquip[EquipType.HandsOn]);
            Array.Resize(ref TextureAssets.AccHandsOff, nextEquip[EquipType.HandsOff]);
            Array.Resize(ref TextureAssets.AccBack, nextEquip[EquipType.Back]);
            Array.Resize(ref TextureAssets.AccFront, nextEquip[EquipType.Front]);
            Array.Resize(ref TextureAssets.AccShoes, nextEquip[EquipType.Shoes]);
            Array.Resize(ref TextureAssets.AccWaist, nextEquip[EquipType.Waist]);
            Array.Resize(ref TextureAssets.Wings, nextEquip[EquipType.Wings]);
            Array.Resize(ref TextureAssets.AccShield, nextEquip[EquipType.Shield]);
            Array.Resize(ref TextureAssets.AccNeck, nextEquip[EquipType.Neck]);
            Array.Resize(ref TextureAssets.AccFace, nextEquip[EquipType.Face]);
            Array.Resize(ref TextureAssets.AccBalloon, nextEquip[EquipType.Balloon]);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(ArmorIDs), true);
            WingStatsInitializer.Load();

            foreach (EquipType type in EquipTypes)
            {
                foreach (var entry in equipTextures[type])
                {
                    int          slot    = entry.Key;
                    EquipTexture texture = entry.Value;

                    GetTextureArray(type)[slot] = ModContent.GetTexture(texture.Texture);

                    if (type == EquipType.Body)
                    {
                        TextureAssets.FemaleBody[slot] = ModContent.GetTexture(femaleTextures[slot]);
                        TextureAssets.ArmorArm[slot]   = ModContent.GetTexture(armTextures[slot]);
                    }
                }
            }

            Array.Resize(ref Item.headType, nextEquip[EquipType.Head]);

            foreach (var entry in slotToId[EquipType.Head])
            {
                Item.headType[entry.Key] = entry.Value;
            }

            Array.Resize(ref Item.bodyType, nextEquip[EquipType.Body]);

            foreach (var entry in slotToId[EquipType.Body])
            {
                Item.bodyType[entry.Key] = entry.Value;
            }

            Array.Resize(ref Item.legType, nextEquip[EquipType.Legs]);

            foreach (var entry in slotToId[EquipType.Legs])
            {
                Item.legType[entry.Key] = entry.Value;
            }
        }
示例#8
0
 public override void SetupContent()
 {
     TextureAssets.Wall[Type] = ModContent.GetTexture(Texture);
     SetDefaults();
     WallID.Search.Add(FullName, Type);
 }