v0.5, amazing sorts and categories, no longer ugly. 💃

This commit is contained in:
JavidPack
2018-08-07 07:06:01 -06:00
parent 5661e04193
commit a56055c6c0
42 changed files with 2057 additions and 236 deletions

View File

@@ -1,5 +1,4 @@
using System;
using MagicStorage;
using MagicStorage;
using MagicStorage.Components;
using Terraria;
using Terraria.DataStructures;
@@ -7,25 +6,57 @@ using Terraria.ModLoader;
namespace ItemChecklist
{
// autopause?
// This code can be used as an example of weak references.
// The most important part of weak references is remembering to test your mod with the referenced .tmod file deleted and a fresh start of tModLoader.
// If you do not, the mod might crash.
// Here we show a few pitfalls that might cause a TypeInitializationException to be thrown.
// Remember, you have to gate all access to Types and Methods defined in the weakly referenced mod or it will crash.
// All calls to methods in this class by this mod besides Load and Unload are gated with a check to Enabled.
static class MagicStorageIntegration
{
// Here we store a reference to the MagicStorage Mod instance. We can use it for many things.
// You can call all the Mod methods on it just like we do with our own Mod instance: MagicStorage.ItemType("ShadowDiamond")
static Mod MagicStorage;
// Here we define a bool property to quickly check if MagicStorage is loaded.
public static bool Enabled => MagicStorage != null;
// Below is an alternate approach to the Enabled property seen above.
// To make sure an up-to-date version of the referenced mod is being used, usually we write "MagicStorage@0.4.3.1" in build.txt.
// This, however, would throw an error if the 0.4.1 were loaded.
// This approach, with the @0.4.3.1 removed from the weakReferences in build.txt and the Version check added to Enabled below,
// allows older versions of MagicStorage to load alongside this mod even though the integration won't work.
// Usually letting tModLoader handle the version requirement and forcing your users to update their mods is easier and better.
//public static bool Enabled => MagicStorage != null && MagicStorage.Version >= new Version(0, 4, 3, 1);
static Point16 previousStorageAccess = new Point16(-1, -1);
static StorageAccess tile;
//static StorageAccess tile = null; //throws TypeInitializationException
// Here is an example of using Types in MagicStorage. Note the special approaches that must be made with weak referenced Mods.
//static StorageAccess tile = null; // Assigning a class/static field, even to null, will throw TypeInitializationException
static StorageAccess tile; // Not assigning a field seems to work
public static void Load()
{
MagicStorage = ModLoader.GetMod("MagicStorage");
if (Enabled)
// tile = null; // Will also crash. Here even though Enabled will be false, the Type of tile will still need to be resolved when this method runs.
Initialize(); // Move that logic into another method to prevent this.
}
private static void Initialize()
{
tile = new StorageAccess(); // This method will only be called when Enable is true, preventing TypeInitializationException
}
public static void Unload()
{
MagicStorage = null;
MagicStorage = null; // Make sure to null out any references to allow Garbage Collection to work.
}
// StoragePlayer and TEStorageHeart are classes in MagicStorage.
// Make sure to extract the .dll from the .tmod and then add them to your .csproj as references.
// As a convention, I rename the .dll file ModName_v1.2.3.4.dll and place them in Mod Sources/Mods/lib.
// I do this for organization and so the .csproj loads properly for others using the GitHub repository.
// Remind contributors to download the referenced mod itself if they wish to build the mod.
internal static void FindItemsInStorage()
{
var storagePlayer = Main.LocalPlayer.GetModPlayer<StoragePlayer>();