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swap initialize and addgamecontent for clarity
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1 changed files with 15 additions and 15 deletions
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@ -38,6 +38,21 @@ public class ExampleMod : Mod {
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private Dictionary<Point, TextureRegion> uiTextures;
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private Dictionary<Point, TextureRegion> uiTextures;
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private Dictionary<Point, TextureRegion> wallpaperTextures;
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private Dictionary<Point, TextureRegion> wallpaperTextures;
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
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ExampleMod.Logger = logger;
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ExampleMod.Options = info.LoadOptions(() => new ExampleOptions());
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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// additionally, we pad all texture regions by 1 pixel, so that rounding errors during rendering don't cause visual artifacts
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomTops"), 4, 11), r => this.customTops = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomHairs"), 4, 5), r => this.customHairs = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("UiTextures"), 8, 8), r => this.uiTextures = r, 1, true);
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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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WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
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}
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public override void AddGameContent(GameImpl game, ModInfo info) {
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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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// adding a custom furniture item
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FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
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FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
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@ -110,21 +125,6 @@ public class ExampleMod : Mod {
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Wallpaper.Register("ExampleMod.CrossedWallpaper", 15, this.wallpaperTextures, new Point(0, 0), ColorScheme.Modern, this.Icon);
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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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}
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
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ExampleMod.Logger = logger;
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ExampleMod.Options = info.LoadOptions(() => new ExampleOptions());
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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// additionally, we pad all texture regions by 1 pixel, so that rounding errors during rendering don't cause visual artifacts
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomTops"), 4, 11), r => this.customTops = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomHairs"), 4, 5), r => this.customHairs = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("UiTextures"), 8, 8), r => this.uiTextures = r, 1, true);
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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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WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
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}
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public override IEnumerable<string> GetCustomFurnitureTextures(ModInfo info) {
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public override IEnumerable<string> GetCustomFurnitureTextures(ModInfo info) {
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// tell the game about our custom furniture texture
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// tell the game about our custom furniture texture
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// this needs to be a path to a data texture atlas, relative to our "Content" directory
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// this needs to be a path to a data texture atlas, relative to our "Content" directory
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