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Main.cs
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42 lines (38 loc) · 1.26 KB
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using DarkieCustomTraits.Content;
using HarmonyLib;
using NeoModLoader.api;
using NeoModLoader.api.attributes;
using NeoModLoader.General;
using System;
using System.IO;
using System.Reflection;
using UnityEngine;
namespace DarkieCustomTraits;
public class DarkieTraitsMain : BasicMod<DarkieTraitsMain>, IReloadable
{
internal static bool _reload_switch;
/// <summary>
/// <para>
/// To test reloading function, you can modify traits in <see cref="DarkieTraits" /> or trait action in
/// <see cref="DarkieTraitActions" /> then click Reload button in mod list
/// </para>
/// <para>You can modify them both in once reloading.</para>
/// </summary>
// Let the method can be hotfixed when it is modified and after the mod is reloaded. You can add this attribute at runtime.
[Hotfixable]
public void Reload()
{
_reload_switch = !_reload_switch;
DarkieTraits.Init();
}
protected override void OnModLoad()
{
LogInfo("Darkie Traits Starting Up And Is Running!");
//Config.isEditor = true; //Only for debug purpose
DarkieTraits.Init();
DarkieItems.Init();
DarkieEffects.Init();
DarkieUnits.Init();
DarkieStatusEffects.Init();
}
}