jihuang/mods/workshop-1595631294/modmain.lua

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2023-08-19 19:21:17 +08:00
--You have to learn to draw by yourself
Assets = {}
GLOBAL.TUNING.HUAMINISIGN_BUNDLE = GetModConfigData("BundleItems")
GLOBAL.TUNING.HUAMINISIGN_DIG = GetModConfigData("Digornot")
GLOBAL.TUNING.HUAMINISIGN_SKIN = GetModConfigData("ChangeSkin")
---inventoryitem
local inventoryItemAtlasLookup = {}
local function GetAtlas(imagename)
local atlas = inventoryItemAtlasLookup[imagename]
if atlas then
return atlas
end
local base_atlas = "images/inventoryimages1.xml"
atlas = GLOBAL.TheSim:AtlasContains(base_atlas, imagename) and base_atlas or "images/inventoryimages2.xml"
inventoryItemAtlasLookup[imagename] = atlas
return atlas
end
AddClassPostConstruct( "components/inventoryitem_replica", function(self, inst)
local old_SetAtlas = self.SetAtlas
function self:SetAtlas(atlasname)
if old_SetAtlas ~= nil then
old_SetAtlas(self,atlasname)
end
self._huastrings = atlasname ~= nil and GLOBAL.resolvefilepath(atlasname) or ""
end
function self:GetHuaAtlas()
return self._huastrings ~= nil and
self._huastrings ~= "" and
self._huastrings or
self:GetAtlas()
end
end)
----================为了删掉上个旧版本写错的木牌===
local function onloadpostpass(inst, newents, savedata)
if savedata ~= nil then
if savedata.huachest ~= nil and newents[savedata.huachest] ~= nil then
inst:DoTaskInTime(0, inst.Remove)
end
end
end
AddPrefabPostInit("minisign", function(inst)
if not GLOBAL.TheWorld.ismastersim then
return inst
end
local oldOnLoadPostPass = inst.OnLoadPostPass
inst.OnLoadPostPass = function(inst, newents, savedata)
if oldOnLoadPostPass ~= nil then
oldOnLoadPostPass(inst, newents, savedata)
end
onloadpostpass(inst, newents, savedata)
end
end)
-----------------修复垃圾代码完成=============================
local function draw(inst)
if not GLOBAL.TheWorld.ismastersim then
return inst
end
inst:AddComponent("smart_minisign")
end
AddPrefabPostInit("treasurechest", draw)
if GetModConfigData("DragonflyChest") == true then
AddPrefabPostInit("dragonflychest", draw)
end
if GetModConfigData("Icebox") == true then
AddPrefabPostInit("icebox", draw)
end
if GetModConfigData("SaltBox") == true then
AddPrefabPostInit("saltbox", draw)
end
--读取所有已加载的mod
local enabledmods = GLOBAL.ModManager.enabledmods
local thisname = env.modname
--hook一下加载prefabs 加载完prefabs在检索数据
local oldRegisterPrefabs = GLOBAL.ModManager.RegisterPrefabs
GLOBAL.ModManager.RegisterPrefabs = function(self)
oldRegisterPrefabs(self)
for i,modname in ipairs(enabledmods) do
local mod = GLOBAL.ModManager:GetMod(modname)
--检索 modmain里注册的资源
if mod.Assets then
local modatlas = {}
local modatlas_build = {}
--检索所有的贴图
for k,v in ipairs (mod.Assets) do
if v.type == "ATLAS" then
table.insert(modatlas,v.file)
elseif v.type == "ATLAS_BUILD" then
table.insert(modatlas_build,v.file)
end
end
--判断是否有对应的ATLAS_BUILD
for k,v in ipairs(modatlas) do
local notfind = true
for x,y in ipairs(modatlas_build) do
if v == y then
notfind = false
break
end
end
if notfind then
--没有就插入
--因为注册的时候会自动搜索路径,所以自己注册的时候要还原回原来的路径
v = string.gsub(v,"%.%./mods/[^/]+/","",1)
table.insert(Assets,Asset("ATLAS_BUILD",v,256))
end
end
end
--检索 prefabs 里注册的资源
if mod.Prefabs then
for n,prefab in pairs(mod.Prefabs) do
local modatlas = {}
local modatlas_build = {}
--检索所有的贴图
if prefab.assets then
for k,v in pairs (prefab.assets) do
if v.type == "ATLAS" then
table.insert(modatlas,v.file)
elseif v.type == "ATLAS_BUILD" then
table.insert(modatlas_build,v.file)
end
end
end
--判断是否有对应的ATLAS_BUILD
for k,v in ipairs(modatlas) do
local notfind = true
for x,y in ipairs(modatlas_build) do
if v == y then
notfind = false
break
end
end
if notfind then
--没有就插入
v = string.gsub(v,"%.%./mods/[^/]+/","",1)
table.insert(Assets,Asset("ATLAS_BUILD",v,256))
end
end
end
end
end
--注册资源
GLOBAL.RegisterPrefabs(GLOBAL.Prefab("MOD_SMARTSIGNOTHER",nil,Assets,nil,true))
GLOBAL.TheSim:LoadPrefabs({"MOD_SMARTSIGNOTHER"})
table.insert(self.loadedprefabs,"MOD_SMARTSIGNOTHER")
end
GLOBAL.TUNING.SMART_SIGN_DRAW_ENABLE = true
GLOBAL.SMART_SIGN_DRAW = draw
--示例代码
--[[
if TUNING.SMART_SIGN_DRAW_ENABLE then
SMART_SIGN_DRAW(inst)
end
]]--