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added a custom wallpaper example
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3 changed files with 9 additions and 1 deletions
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@ -1,6 +1,7 @@
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{
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"BuildMode": {
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"ExampleMod.CustomTable": "Custom Table"
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"ExampleMod.CustomTable": "Custom Table",
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"ExampleMod.CrossedWallpaper": "Crossed Wallpaper"
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},
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"Clothes": {
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"ExampleMod.DarkShirt": "Dark Shirt",
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BIN
Content/ExampleMod/Wallpapers.png
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BIN
Content/ExampleMod/Wallpapers.png
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After Width: | Height: | Size: 706 B |
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@ -12,6 +12,7 @@ using TinyLife.Emotions;
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using TinyLife.Mods;
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using TinyLife.Objects;
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using TinyLife.Utilities;
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using TinyLife.World;
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namespace ExampleMod;
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@ -31,6 +32,7 @@ public class ExampleMod : Mod {
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private UniformTextureAtlas customHairs;
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private UniformTextureAtlas customBottoms;
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private UniformTextureAtlas uiTextures;
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private UniformTextureAtlas wallpaperTextures;
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public override void AddGameContent(GameImpl game, ModInfo info) {
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// adding a custom furniture item
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@ -92,6 +94,9 @@ public class ExampleMod : Mod {
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// we use this emotion modifier in SitDownOnGrassAction
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GrassSittingModifier = EmotionModifier.Register(
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new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[1, 0], EmotionType.Happy));
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// adding a custom wallpaper (we're using the top left texture region, which is why we pass 0, 0 as the texture coordinate)
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Wallpaper.Register("ExampleMod.CrossedWallpaper", 15, this.wallpaperTextures, new Point(0, 0), ColorScheme.Modern, this.Icon);
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}
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
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@ -103,6 +108,8 @@ public class ExampleMod : Mod {
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texturePacker.Add(content.Load<Texture2D>("CustomHairs"), r => this.customHairs = new UniformTextureAtlas(r, 4, 6));
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texturePacker.Add(content.Load<Texture2D>("CustomBottomsShoes"), r => this.customBottoms = new UniformTextureAtlas(r, 8, 6));
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texturePacker.Add(content.Load<Texture2D>("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8));
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// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
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TextureHandler.ApplyWallpaperMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, r => this.wallpaperTextures = r);
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}
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public override IEnumerable<string> GetCustomFurnitureTextures(ModInfo info) {
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