2 using Microsoft.Xna.Framework;
3 using System.Collections.Generic;
4 using System.Runtime.CompilerServices;
21 [assembly: InternalsVisibleTo(
"LootTests")]
27 internal new static ILog Logger => ((
Mod)Instance)?.Logger;
28 internal static Loot Instance;
30 internal UserInterface GuiInterface;
31 internal GuiTabWindow GuiState;
36 public override void Load()
39 LoadingFunneler.Load();
44 LoadingFunneler.PostLoad();
49 LoadingFunneler.Unload();
57 GuiState.ToggleUI(GuiInterface);
63 public override void UpdateUI(GameTime gameTime)
65 _lastUpdateUiGameTime = gameTime;
66 if (GuiInterface?.CurrentState != null)
68 GuiInterface.Update(gameTime);
74 int mouseTextIndex = layers.FindIndex(layer => layer.Name.Equals(
"Vanilla: Mouse Text"));
75 if (mouseTextIndex != -1)
77 layers.Insert(mouseTextIndex,
new LegacyGameInterfaceLayer(
81 if (GuiInterface?.CurrentState is VisibilityUI visibilityUi
82 && visibilityUi.Visible && _lastUpdateUiGameTime != null)
84 GuiInterface.Draw(Main.spriteBatch, _lastUpdateUiGameTime);
88 InterfaceScaleType.UI));
GameTime _lastUpdateUiGameTime
This class is responsible for managing instances of TextureModContent for registered mods...
override void ModifyInterfaceLayers(List< GameInterfaceLayer > layers)
override void PreSaveAndQuit()
override void UpdateUI(GameTime gameTime)
override void PostAddRecipes()