This serves as a central place to store equipment slots and their corresponding textures. You will use this to obtain the IDs for your equipment textures.
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| | AccessorySlotLoader () |
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| ModAccessorySlot | Get (int id, Player player) |
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| new ModAccessorySlot | Get (int id) |
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| void | DrawAccSlots (int num20) |
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| bool | Draw (int skip, bool modded, int slot, Color color) |
| | Draws Vanilla and Modded Accessory Slots.
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| AccessorySlotType | ContextToEnum (int context) |
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| bool | ModdedIsItemSlotUnlockedAndUsable (int index, Player player) |
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| void | CustomUpdateEquips (int index, Player player) |
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| bool | ModdedCanSlotBeShown (int index) |
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| bool | IsHidden (int index) |
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| bool | CanAcceptItem (int index, Item checkItem, int context) |
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| void | OnHover (int index, int context) |
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| bool | ModSlotCheck (Item checkItem, int slot, int context) |
| | Checks if the provided item can go in to the provided slot. Includes checking if the item already exists in either of Player.Armor or ModSlotPlayer.exAccessorySlot Invokes directly ItemSlot.AccCheck & ModSlot.CanAcceptItem.
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| void | ModifyDefaultSwapSlot (Item item, ref int accSlotToSwapTo) |
| | After checking for empty slots in ItemSlot.AccessorySwap, this allows for changing what the target slot will be if the accessory isn't already equipped. DOES NOT affect vanilla behavior of swapping items like for like where existing in a slot.
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| bool | PreferredGolfBall (ref int projType) |
| | Mirrors Player.GetPreferredGolfBallToUse. Provides the golf ball projectile from an accessory slot.
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| int | Register (T obj) |
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| int | GetAccessorySlotPerColumn () |
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| void | DrawScrollSwitch () |
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| void | DrawScrollbar (int accessoryPerColumn, int slotsToRender, int scrollIncrement) |
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| bool | SetDrawLocation (int trueSlot, int skip, ref int xLoc, ref int yLoc) |
| | Applies Xloc and Yloc data for the slot, based on ModAccessorySlotPlayer.scrollSlots.
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| bool | DrawVisibility (ref bool visbility, int context, int xLoc, int yLoc, out int xLoc2, out int yLoc2, out Texture2D value4) |
| | Is run in AccessorySlotLoader.Draw. Creates & sets up Hide Visibility Button.
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| void | DrawSlot (Item[] items, int context, int slot, bool flag3, int xLoc, int yLoc, bool skipCheck=false) |
| | Is run in AccessorySlotLoader.Draw. Generates a significant amount of functionality for the slot, despite being named drawing because vanilla. At the end, calls this.DrawRedirect to enable custom drawing.
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| void | DrawRedirect (Item[] inv, int context, int slot, Vector2 location, bool isHovered) |
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| Texture2D | GetBackgroundTexture (int slot, int context) |
| | Provides the Texture for a Modded Accessory Slot This probably will need optimization down the road.
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| void | DrawSlotTexture (Texture2D value6, Vector2 position, Rectangle rectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth, int slot, int context) |
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| void | Initialize (int vanillaCount) |
| | Initializes the loader based on the vanilla count of the ModType.
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| virtual void | ResizeArrays () |
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| virtual void | Unload () |
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| override void | Unload () |
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This serves as a central place to store equipment slots and their corresponding textures. You will use this to obtain the IDs for your equipment textures.
Definition at line 20 of file AccessorySlotLoader.cs.