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Customize Zombieland by creating a mod with CustomizeZombieland.ManipulateImage
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using System.IO; | |
using UnityEngine; | |
using Verse; | |
namespace Test | |
{ | |
public class ZombielandModifier : Mod | |
{ | |
public ZombielandModifier(ModContentPack content) : base(content) | |
{ | |
} | |
} | |
[StaticConstructorOnStartup] | |
public static class Tools | |
{ | |
// Pumpkin.png in Textures with size 128x128 | |
public static readonly Texture2D pumpkin = LoadTexture("Pumpkin"); | |
static string GetModRootDirectory() => LoadedModManager.GetMod<ZombielandModifier>().Content.RootDir; | |
static Texture2D LoadTexture(string path) | |
{ | |
var fullPath = Path.Combine(GetModRootDirectory(), "Textures", $"{path}.png"); | |
var tex = new Texture2D(2, 2, TextureFormat.RGBA32, false, true); | |
_ = tex.LoadImage(File.ReadAllBytes(fullPath)); | |
tex.Compress(true); | |
tex.wrapMode = TextureWrapMode.Clamp; | |
tex.filterMode = FilterMode.Trilinear; | |
tex.Apply(true, false); | |
return tex; | |
} | |
} | |
[StaticConstructorOnStartup] | |
public static class CustomizeZombieland // keep the name 'CustomizeZombieland' so ZL can find your code | |
{ | |
/* | |
The arguments are almost self explaining: | |
- path is the string from https://github.com/pardeike/Zombieland/blob/master/Textures/Parts.cvs which corresponds to a tile in https://github.com/pardeike/Zombieland/blob/master/Textures/Parts.png | |
- Color[] is what you get from Textures2.GetPixels() | |
- width, height, rect correspond to the values from Parts.cvs | |
- setting noRecolor to true prevents Zombieland to apply zombie colors | |
*/ | |
// keep the method exactly like this so ZL can find your code | |
public static void ManipulateImage(ref string path, ref int width, ref int height, ref Color[] pixels, ref Rect rect, ref bool noRecolor) | |
{ | |
_ = width; | |
_ = height; | |
_ = rect; | |
if (path.StartsWith("Zombie/") == false) return; | |
if (path.StartsWith("Zombie/Naked")) return; | |
var pumpkinPixels = Tools.pumpkin.GetPixels(); | |
if (pixels.Length != pumpkinPixels.Length) return; | |
pixels = pumpkinPixels; | |
noRecolor = true; | |
} | |
} | |
} |
As someone unfamiliar with RW modding when you say 'creating a mod with with CustomizeZombieland.ManipulateImage' do you mean as a separate dependent on Zombieland with the .cs file within mod/source, or as the packageID, or rather do you mean modifying Zombieland itself? I've been tinkering and I'm a little stuck/confused.
No, the trick here is to avoid a dependency. All it needs is to have your own mod and create that class with that method and Zombieland will detect it at runtime. It then makes a delegate out of it and calls it when needed.
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Use with this pumpkin graphic: https://i.imgur.com/QSnQi05.png
to get this effect: https://i.imgur.com/K3zbq1Y.png