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https://github.com/Ellpeck/TinyLifeExampleMod.git
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added some more clothes to the example mod
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parent
018a4cf656
commit
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5 changed files with 15 additions and 4 deletions
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Content/ExampleMod/CustomBottomsShoes.png
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Content/ExampleMod/CustomBottomsShoes.png
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Content/ExampleMod/CustomHairs.png
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Content/ExampleMod/CustomHairs.png
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@ -3,7 +3,10 @@
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"ExampleMod.CustomTable": "Custom Table"
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"ExampleMod.CustomTable": "Custom Table"
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},
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},
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"Clothes": {
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"Clothes": {
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"ExampleMod.DarkShirt": "Dark Shirt"
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"ExampleMod.DarkShirt": "Dark Shirt",
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"ExampleMod.PastelPants": "Pastel Pants",
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"ExampleMod.PastelShoes": "Pastel Shoes",
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"ExampleMod.WeirdHair": "Weird Hair"
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},
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},
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"Emotions": {
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"Emotions": {
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"ExampleMod.GrassSitting": "Comfy Green Ground"
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"ExampleMod.GrassSitting": "Comfy Green Ground"
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@ -26,7 +26,9 @@ namespace ExampleMod {
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public override string Description => "This is the example mod for Tiny Life!";
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public override string Description => "This is the example mod for Tiny Life!";
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public override TextureRegion Icon => this.uiTextures[0, 0];
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public override TextureRegion Icon => this.uiTextures[0, 0];
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private UniformTextureAtlas customClothes;
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private UniformTextureAtlas customTops;
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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 uiTextures;
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public override void AddGameContent(GameImpl game) {
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public override void AddGameContent(GameImpl game) {
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@ -40,11 +42,15 @@ namespace ExampleMod {
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// adding custom clothing
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// adding custom clothing
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var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt,
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var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt,
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this.customClothes[0, 0], // the top left in-world region (the rest will be auto-gathered from the atlas)
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this.customTops[0, 0], // the top left in-world region (the rest will be auto-gathered from the atlas)
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100, // the price
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100, // the price
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ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases
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ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases
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this.Icon, false, ColorScheme.WarmDark);
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this.Icon, false, ColorScheme.WarmDark);
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Clothes.Register(darkShirt);
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Clothes.Register(darkShirt);
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// adding some more custom clothing
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Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, this.Icon, false, ColorScheme.Pastel));
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Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, this.Icon, false, ColorScheme.Pastel));
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Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, this.Icon, false, ColorScheme.Modern));
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// adding an event subscription to people
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// adding an event subscription to people
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MapObject.OnEventsAttachable += o => {
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MapObject.OnEventsAttachable += o => {
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@ -79,7 +85,9 @@ namespace ExampleMod {
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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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// 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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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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texturePacker.Add(content.Load<Texture2D>("CustomClothes"), r => this.customClothes = new UniformTextureAtlas(r, 4, 8));
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texturePacker.Add(content.Load<Texture2D>("CustomTops"), r => this.customTops = new UniformTextureAtlas(r, 4, 8));
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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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texturePacker.Add(content.Load<Texture2D>("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8));
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}
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}
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