using System; using System.Collections.Generic; using ExtremelySimpleLogger; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MLEM.Data; using MLEM.Data.Content; using MLEM.Misc; using MLEM.Textures; using TinyLife; using TinyLife.Mods; using TinyLife.Objects; using TinyLife.Utilities; namespace ExampleMod { public class ExampleMod : Mod { // the logger that we can use to log info about this mod public static Logger Logger { get; private set; } // visual data about this mod public override string Name => "Example Mod"; public override string Description => "This is the example mod for Tiny Life!"; private DataTextureAtlas customFurniture; private UniformTextureAtlas customClothes; private UniformTextureAtlas customClothesIcons; public override void AddGameContent(GameImpl game) { // adding a custom furniture item FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) { Construct = (i, t, c, m, p) => new CustomTable(i, t, c, m, p) }); // adding custom clothing Clothes.Register(new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt, this.customClothes[0, 0], // the top left in-world region (the rest will be auto-gathered from the atlas) this.customClothesIcons[0, 0], // the region to use for the icon in the character editor ColorScheme.WarmDark)); } public override void Initialize(Logger logger, RawContentManager content) { Logger = logger; // loads the custom furniture texture atlas // the texture atlas combines the png texture and the .atlas information // see https://mlem.ellpeck.de/api/MLEM.Data.DataTextureAtlas.html for more info this.customFurniture = content.LoadTextureAtlas("CustomFurniture"); // loads a texture atlas with the given amount of separate texture regions in the x and y axes this.customClothes = new UniformTextureAtlas(content.Load("CustomClothes"), 4, 6); this.customClothesIcons = new UniformTextureAtlas(content.Load("CustomClothesIcons"), 16, 16); } public override IEnumerable GetCustomFurnitureTextures() { // tell the game about our custom furniture texture yield return this.customFurniture; } } }