// Decompiled with JetBrains decompiler // Type: Terraria.Initializers.AssetInitializer // Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null // MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83 // Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Newtonsoft.Json.Linq; using ReLogic.Content; using ReLogic.Content.Readers; using ReLogic.Graphics; using ReLogic.Utilities; using System; using System.Collections.Generic; using System.IO; using System.Linq; using Terraria.Audio; using Terraria.GameContent; using Terraria.GameContent.UI; using Terraria.ID; using Terraria.IO; using Terraria.Utilities; namespace Terraria.Initializers { public static class AssetInitializer { public static void CreateAssetServices(GameServiceContainer services) { AssetReaderCollection readerCollection = new AssetReaderCollection(); readerCollection.RegisterReader((IAssetReader) new PngReader(XnaExtensions.Get((IServiceProvider) services).GraphicsDevice), new string[1] { ".png" }); readerCollection.RegisterReader((IAssetReader) new XnbReader((IServiceProvider) services), new string[1] { ".xnb" }); AsyncAssetLoader asyncAssetLoader = new AsyncAssetLoader(readerCollection, 20); asyncAssetLoader.RequireTypeCreationOnTransfer(typeof (Texture2D)); asyncAssetLoader.RequireTypeCreationOnTransfer(typeof (DynamicSpriteFont)); asyncAssetLoader.RequireTypeCreationOnTransfer(typeof (SpriteFont)); IAssetRepository iassetRepository = (IAssetRepository) new AssetRepository((IAssetLoader) new AssetLoader(readerCollection), (IAsyncAssetLoader) asyncAssetLoader); services.AddService(typeof (AssetReaderCollection), (object) readerCollection); services.AddService(typeof (IAssetRepository), (object) iassetRepository); } public static ResourcePackList CreateResourcePackList(IServiceProvider services) { JArray resourcePackJson; string resourcePackFolder; AssetInitializer.GetResourcePacksFolderPathAndConfirmItExists(out resourcePackJson, out resourcePackFolder); return ResourcePackList.FromJson(resourcePackJson, services, resourcePackFolder); } public static void GetResourcePacksFolderPathAndConfirmItExists( out JArray resourcePackJson, out string resourcePackFolder) { resourcePackJson = Main.Configuration.Get("ResourcePacks", new JArray()); resourcePackFolder = Path.Combine(Main.SavePath, "ResourcePacks"); Utils.TryCreatingDirectory(resourcePackFolder); } public static void LoadSplashAssets(bool asyncLoadForSounds) { TextureAssets.SplashTexture16x9 = AssetInitializer.LoadAsset("Images\\SplashScreens\\Splash_1", (AssetRequestMode) 1); TextureAssets.SplashTexture4x3 = AssetInitializer.LoadAsset("Images\\logo_" + (object) new UnifiedRandom().Next(1, 9), (AssetRequestMode) 1); TextureAssets.SplashTextureLegoResonanace = AssetInitializer.LoadAsset("Images\\SplashScreens\\ResonanceArray", (AssetRequestMode) 1); int num = new UnifiedRandom().Next(1, 10); TextureAssets.SplashTextureLegoBack = AssetInitializer.LoadAsset("Images\\SplashScreens\\Splash_" + (object) num + "_0", (AssetRequestMode) 1); TextureAssets.SplashTextureLegoTree = AssetInitializer.LoadAsset("Images\\SplashScreens\\Splash_" + (object) num + "_1", (AssetRequestMode) 1); TextureAssets.SplashTextureLegoFront = AssetInitializer.LoadAsset("Images\\SplashScreens\\Splash_" + (object) num + "_2", (AssetRequestMode) 1); TextureAssets.Item[75] = AssetInitializer.LoadAsset("Images\\Item_" + (object) (short) 75, (AssetRequestMode) 1); TextureAssets.LoadingSunflower = AssetInitializer.LoadAsset("Images\\UI\\Sunflower_Loading", (AssetRequestMode) 1); } public static void LoadAssetsWhileInInitialBlackScreen() { AssetInitializer.LoadFonts((AssetRequestMode) 1); AssetInitializer.LoadTextures((AssetRequestMode) 1); AssetInitializer.LoadRenderTargetAssets((AssetRequestMode) 1); AssetInitializer.LoadSounds((AssetRequestMode) 1); } public static void Load(bool asyncLoad) { } private static void LoadFonts(AssetRequestMode mode) { FontAssets.ItemStack = AssetInitializer.LoadAsset("Fonts/Item_Stack", mode); FontAssets.MouseText = AssetInitializer.LoadAsset("Fonts/Mouse_Text", mode); FontAssets.DeathText = AssetInitializer.LoadAsset("Fonts/Death_Text", mode); FontAssets.CombatText[0] = AssetInitializer.LoadAsset("Fonts/Combat_Text", mode); FontAssets.CombatText[1] = AssetInitializer.LoadAsset("Fonts/Combat_Crit", mode); } private static void LoadSounds(AssetRequestMode mode) => SoundEngine.Load((IServiceProvider) Main.instance.Services); private static void LoadRenderTargetAssets(AssetRequestMode mode) { AssetInitializer.RegisterRenderTargetAsset((INeedRenderTargetContent) (TextureAssets.RenderTargets.PlayerRainbowWings = new PlayerRainbowWingsTextureContent())); AssetInitializer.RegisterRenderTargetAsset((INeedRenderTargetContent) (TextureAssets.RenderTargets.PlayerTitaniumStormBuff = new PlayerTitaniumStormBuffTextureContent())); AssetInitializer.RegisterRenderTargetAsset((INeedRenderTargetContent) (TextureAssets.RenderTargets.QueenSlimeMount = new PlayerQueenSlimeMountTextureContent())); } private static void RegisterRenderTargetAsset(INeedRenderTargetContent content) => Main.ContentThatNeedsRenderTargets.Add(content); private static void LoadTextures(AssetRequestMode mode) { for (int index1 = 0; index1 < TextureAssets.Item.Length; ++index1) { int index2 = ItemID.Sets.TextureCopyLoad[index1]; TextureAssets.Item[index1] = index2 == -1 ? AssetInitializer.LoadAsset("Images/Item_" + (object) index1, (AssetRequestMode) 0) : TextureAssets.Item[index2]; } for (int index = 0; index < TextureAssets.Npc.Length; ++index) TextureAssets.Npc[index] = AssetInitializer.LoadAsset("Images/NPC_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.Projectile.Length; ++index) TextureAssets.Projectile[index] = AssetInitializer.LoadAsset("Images/Projectile_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.Gore.Length; ++index) TextureAssets.Gore[index] = AssetInitializer.LoadAsset("Images/Gore_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.Wall.Length; ++index) TextureAssets.Wall[index] = AssetInitializer.LoadAsset("Images/Wall_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.Tile.Length; ++index) TextureAssets.Tile[index] = AssetInitializer.LoadAsset("Images/Tiles_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.ItemFlame.Length; ++index) TextureAssets.ItemFlame[index] = AssetInitializer.LoadAsset("Images/ItemFlame_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.Wings.Length; ++index) TextureAssets.Wings[index] = AssetInitializer.LoadAsset("Images/Wings_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.PlayerHair.Length; ++index) TextureAssets.PlayerHair[index] = AssetInitializer.LoadAsset("Images/Player_Hair_" + (object) (index + 1), (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.PlayerHairAlt.Length; ++index) TextureAssets.PlayerHairAlt[index] = AssetInitializer.LoadAsset("Images/Player_HairAlt_" + (object) (index + 1), (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.ArmorHead.Length; ++index) TextureAssets.ArmorHead[index] = AssetInitializer.LoadAsset("Images/Armor_Head_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.FemaleBody.Length; ++index) TextureAssets.FemaleBody[index] = AssetInitializer.LoadAsset("Images/Female_Body_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.ArmorBody.Length; ++index) TextureAssets.ArmorBody[index] = AssetInitializer.LoadAsset("Images/Armor_Body_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.ArmorBodyComposite.Length; ++index) TextureAssets.ArmorBodyComposite[index] = AssetInitializer.LoadAsset("Images/Armor/Armor_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.ArmorArm.Length; ++index) TextureAssets.ArmorArm[index] = AssetInitializer.LoadAsset("Images/Armor_Arm_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.ArmorLeg.Length; ++index) TextureAssets.ArmorLeg[index] = AssetInitializer.LoadAsset("Images/Armor_Legs_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccHandsOn.Length; ++index) TextureAssets.AccHandsOn[index] = AssetInitializer.LoadAsset("Images/Acc_HandsOn_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccHandsOff.Length; ++index) TextureAssets.AccHandsOff[index] = AssetInitializer.LoadAsset("Images/Acc_HandsOff_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccHandsOnComposite.Length; ++index) TextureAssets.AccHandsOnComposite[index] = AssetInitializer.LoadAsset("Images/Accessories/Acc_HandsOn_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccHandsOffComposite.Length; ++index) TextureAssets.AccHandsOffComposite[index] = AssetInitializer.LoadAsset("Images/Accessories/Acc_HandsOff_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccBack.Length; ++index) TextureAssets.AccBack[index] = AssetInitializer.LoadAsset("Images/Acc_Back_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccFront.Length; ++index) TextureAssets.AccFront[index] = AssetInitializer.LoadAsset("Images/Acc_Front_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccShoes.Length; ++index) TextureAssets.AccShoes[index] = AssetInitializer.LoadAsset("Images/Acc_Shoes_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccWaist.Length; ++index) TextureAssets.AccWaist[index] = AssetInitializer.LoadAsset("Images/Acc_Waist_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccShield.Length; ++index) TextureAssets.AccShield[index] = AssetInitializer.LoadAsset("Images/Acc_Shield_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccNeck.Length; ++index) TextureAssets.AccNeck[index] = AssetInitializer.LoadAsset("Images/Acc_Neck_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccFace.Length; ++index) TextureAssets.AccFace[index] = AssetInitializer.LoadAsset("Images/Acc_Face_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.AccBalloon.Length; ++index) TextureAssets.AccBalloon[index] = AssetInitializer.LoadAsset("Images/Acc_Balloon_" + (object) index, (AssetRequestMode) 0); for (int index = 0; index < TextureAssets.Background.Length; ++index) TextureAssets.Background[index] = AssetInitializer.LoadAsset("Images/Background_" + (object) index, (AssetRequestMode) 0); TextureAssets.FlameRing = AssetInitializer.LoadAsset("Images/FlameRing", (AssetRequestMode) 0); TextureAssets.TileCrack = AssetInitializer.LoadAsset("Images\\TileCracks", mode); TextureAssets.ChestStack[0] = AssetInitializer.LoadAsset("Images\\ChestStack_0", mode); TextureAssets.ChestStack[1] = AssetInitializer.LoadAsset("Images\\ChestStack_1", mode); TextureAssets.SmartDig = AssetInitializer.LoadAsset("Images\\SmartDig", mode); TextureAssets.IceBarrier = AssetInitializer.LoadAsset("Images\\IceBarrier", mode); TextureAssets.Frozen = AssetInitializer.LoadAsset("Images\\Frozen", mode); for (int index = 0; index < TextureAssets.Pvp.Length; ++index) TextureAssets.Pvp[index] = AssetInitializer.LoadAsset("Images\\UI\\PVP_" + (object) index, mode); for (int index = 0; index < TextureAssets.EquipPage.Length; ++index) TextureAssets.EquipPage[index] = AssetInitializer.LoadAsset("Images\\UI\\DisplaySlots_" + (object) index, mode); TextureAssets.HouseBanner = AssetInitializer.LoadAsset("Images\\UI\\House_Banner", mode); for (int index = 0; index < TextureAssets.CraftToggle.Length; ++index) TextureAssets.CraftToggle[index] = AssetInitializer.LoadAsset("Images\\UI\\Craft_Toggle_" + (object) index, mode); for (int index = 0; index < TextureAssets.InventorySort.Length; ++index) TextureAssets.InventorySort[index] = AssetInitializer.LoadAsset("Images\\UI\\Sort_" + (object) index, mode); for (int index = 0; index < TextureAssets.TextGlyph.Length; ++index) TextureAssets.TextGlyph[index] = AssetInitializer.LoadAsset("Images\\UI\\Glyphs_" + (object) index, mode); for (int index = 0; index < TextureAssets.HotbarRadial.Length; ++index) TextureAssets.HotbarRadial[index] = AssetInitializer.LoadAsset("Images\\UI\\HotbarRadial_" + (object) index, mode); for (int index = 0; index < TextureAssets.InfoIcon.Length; ++index) TextureAssets.InfoIcon[index] = AssetInitializer.LoadAsset("Images\\UI\\InfoIcon_" + (object) index, mode); for (int index = 0; index < TextureAssets.Reforge.Length; ++index) TextureAssets.Reforge[index] = AssetInitializer.LoadAsset("Images\\UI\\Reforge_" + (object) index, mode); for (int index = 0; index < TextureAssets.Camera.Length; ++index) TextureAssets.Camera[index] = AssetInitializer.LoadAsset("Images\\UI\\Camera_" + (object) index, mode); for (int index = 0; index < TextureAssets.WireUi.Length; ++index) TextureAssets.WireUi[index] = AssetInitializer.LoadAsset("Images\\UI\\Wires_" + (object) index, mode); TextureAssets.BuilderAcc = AssetInitializer.LoadAsset("Images\\UI\\BuilderIcons", mode); TextureAssets.QuicksIcon = AssetInitializer.LoadAsset("Images\\UI\\UI_quickicon1", mode); TextureAssets.CraftUpButton = AssetInitializer.LoadAsset("Images\\RecUp", mode); TextureAssets.CraftDownButton = AssetInitializer.LoadAsset("Images\\RecDown", mode); TextureAssets.ScrollLeftButton = AssetInitializer.LoadAsset("Images\\RecLeft", mode); TextureAssets.ScrollRightButton = AssetInitializer.LoadAsset("Images\\RecRight", mode); TextureAssets.OneDropLogo = AssetInitializer.LoadAsset("Images\\OneDropLogo", mode); TextureAssets.Pulley = AssetInitializer.LoadAsset("Images\\PlayerPulley", mode); TextureAssets.Timer = AssetInitializer.LoadAsset("Images\\Timer", mode); TextureAssets.EmoteMenuButton = AssetInitializer.LoadAsset("Images\\UI\\Emotes", mode); TextureAssets.BestiaryMenuButton = AssetInitializer.LoadAsset("Images\\UI\\Bestiary", mode); TextureAssets.Wof = AssetInitializer.LoadAsset("Images\\WallOfFlesh", mode); TextureAssets.WallOutline = AssetInitializer.LoadAsset("Images\\Wall_Outline", mode); TextureAssets.Fade = AssetInitializer.LoadAsset("Images\\fade-out", mode); TextureAssets.Ghost = AssetInitializer.LoadAsset("Images\\Ghost", mode); TextureAssets.EvilCactus = AssetInitializer.LoadAsset("Images\\Evil_Cactus", mode); TextureAssets.GoodCactus = AssetInitializer.LoadAsset("Images\\Good_Cactus", mode); TextureAssets.CrimsonCactus = AssetInitializer.LoadAsset("Images\\Crimson_Cactus", mode); TextureAssets.WraithEye = AssetInitializer.LoadAsset("Images\\Wraith_Eyes", mode); TextureAssets.Firefly = AssetInitializer.LoadAsset("Images\\Firefly", mode); TextureAssets.FireflyJar = AssetInitializer.LoadAsset("Images\\FireflyJar", mode); TextureAssets.Lightningbug = AssetInitializer.LoadAsset("Images\\LightningBug", mode); TextureAssets.LightningbugJar = AssetInitializer.LoadAsset("Images\\LightningBugJar", mode); for (int index = 1; index <= 3; ++index) TextureAssets.JellyfishBowl[index - 1] = AssetInitializer.LoadAsset("Images\\jellyfishBowl" + (object) index, mode); TextureAssets.GlowSnail = AssetInitializer.LoadAsset("Images\\GlowSnail", mode); TextureAssets.IceQueen = AssetInitializer.LoadAsset("Images\\IceQueen", mode); TextureAssets.SantaTank = AssetInitializer.LoadAsset("Images\\SantaTank", mode); TextureAssets.JackHat = AssetInitializer.LoadAsset("Images\\JackHat", mode); TextureAssets.TreeFace = AssetInitializer.LoadAsset("Images\\TreeFace", mode); TextureAssets.PumpkingFace = AssetInitializer.LoadAsset("Images\\PumpkingFace", mode); TextureAssets.ReaperEye = AssetInitializer.LoadAsset("Images\\Reaper_Eyes", mode); TextureAssets.MapDeath = AssetInitializer.LoadAsset("Images\\MapDeath", mode); TextureAssets.DukeFishron = AssetInitializer.LoadAsset("Images\\DukeFishron", mode); TextureAssets.MiniMinotaur = AssetInitializer.LoadAsset("Images\\MiniMinotaur", mode); TextureAssets.Map = AssetInitializer.LoadAsset("Images\\Map", mode); for (int index = 0; index < TextureAssets.MapBGs.Length; ++index) TextureAssets.MapBGs[index] = AssetInitializer.LoadAsset("Images\\MapBG" + (object) (index + 1), mode); TextureAssets.Hue = AssetInitializer.LoadAsset("Images\\Hue", mode); TextureAssets.ColorSlider = AssetInitializer.LoadAsset("Images\\ColorSlider", mode); TextureAssets.ColorBar = AssetInitializer.LoadAsset("Images\\ColorBar", mode); TextureAssets.ColorBlip = AssetInitializer.LoadAsset("Images\\ColorBlip", mode); TextureAssets.ColorHighlight = AssetInitializer.LoadAsset("Images\\UI\\Slider_Highlight", mode); TextureAssets.LockOnCursor = AssetInitializer.LoadAsset("Images\\UI\\LockOn_Cursor", mode); TextureAssets.Rain = AssetInitializer.LoadAsset("Images\\Rain", mode); for (int index = 0; index < 301; ++index) TextureAssets.GlowMask[index] = AssetInitializer.LoadAsset("Images\\Glow_" + (object) index, mode); for (int index = 0; index < TextureAssets.HighlightMask.Length; ++index) { if (TileID.Sets.HasOutlines[index]) TextureAssets.HighlightMask[index] = AssetInitializer.LoadAsset("Images\\Misc\\TileOutlines\\Tiles_" + (object) index, mode); } for (int index = 0; index < 212; ++index) TextureAssets.Extra[index] = AssetInitializer.LoadAsset("Images\\Extra_" + (object) index, mode); for (int index = 0; index < 4; ++index) TextureAssets.Coin[index] = AssetInitializer.LoadAsset("Images\\Coin_" + (object) index, mode); TextureAssets.MagicPixel = AssetInitializer.LoadAsset("Images\\MagicPixel", mode); TextureAssets.SettingsPanel = AssetInitializer.LoadAsset("Images\\UI\\Settings_Panel", mode); TextureAssets.SettingsPanel2 = AssetInitializer.LoadAsset("Images\\UI\\Settings_Panel_2", mode); for (int index = 0; index < TextureAssets.XmasTree.Length; ++index) TextureAssets.XmasTree[index] = AssetInitializer.LoadAsset("Images\\Xmas_" + (object) index, mode); for (int index = 0; index < 6; ++index) TextureAssets.Clothes[index] = AssetInitializer.LoadAsset("Images\\Clothes_" + (object) index, mode); for (int index = 0; index < TextureAssets.Flames.Length; ++index) TextureAssets.Flames[index] = AssetInitializer.LoadAsset("Images\\Flame_" + (object) index, mode); for (int index = 0; index < 8; ++index) TextureAssets.MapIcon[index] = AssetInitializer.LoadAsset("Images\\Map_" + (object) index, mode); for (int index = 0; index < TextureAssets.Underworld.Length; ++index) TextureAssets.Underworld[index] = AssetInitializer.LoadAsset("Images/Backgrounds/Underworld " + (object) index, (AssetRequestMode) 0); TextureAssets.Dest[0] = AssetInitializer.LoadAsset("Images\\Dest1", mode); TextureAssets.Dest[1] = AssetInitializer.LoadAsset("Images\\Dest2", mode); TextureAssets.Dest[2] = AssetInitializer.LoadAsset("Images\\Dest3", mode); TextureAssets.Actuator = AssetInitializer.LoadAsset("Images\\Actuator", mode); TextureAssets.Wire = AssetInitializer.LoadAsset("Images\\Wires", mode); TextureAssets.Wire2 = AssetInitializer.LoadAsset("Images\\Wires2", mode); TextureAssets.Wire3 = AssetInitializer.LoadAsset("Images\\Wires3", mode); TextureAssets.Wire4 = AssetInitializer.LoadAsset("Images\\Wires4", mode); TextureAssets.WireNew = AssetInitializer.LoadAsset("Images\\WiresNew", mode); TextureAssets.FlyingCarpet = AssetInitializer.LoadAsset("Images\\FlyingCarpet", mode); TextureAssets.Hb1 = AssetInitializer.LoadAsset("Images\\HealthBar1", mode); TextureAssets.Hb2 = AssetInitializer.LoadAsset("Images\\HealthBar2", mode); for (int index = 0; index < TextureAssets.NpcHead.Length; ++index) TextureAssets.NpcHead[index] = AssetInitializer.LoadAsset("Images\\NPC_Head_" + (object) index, mode); for (int index = 0; index < TextureAssets.NpcHeadBoss.Length; ++index) TextureAssets.NpcHeadBoss[index] = AssetInitializer.LoadAsset("Images\\NPC_Head_Boss_" + (object) index, mode); for (int index = 1; index < TextureAssets.BackPack.Length; ++index) TextureAssets.BackPack[index] = AssetInitializer.LoadAsset("Images\\BackPack_" + (object) index, mode); for (int index = 1; index < 323; ++index) TextureAssets.Buff[index] = AssetInitializer.LoadAsset("Images\\Buff_" + (object) index, mode); Main.instance.LoadBackground(0); Main.instance.LoadBackground(49); TextureAssets.MinecartMount = AssetInitializer.LoadAsset("Images\\Mount_Minecart", mode); for (int index = 0; index < TextureAssets.RudolphMount.Length; ++index) TextureAssets.RudolphMount[index] = AssetInitializer.LoadAsset("Images\\Rudolph_" + (object) index, mode); TextureAssets.BunnyMount = AssetInitializer.LoadAsset("Images\\Mount_Bunny", mode); TextureAssets.PigronMount = AssetInitializer.LoadAsset("Images\\Mount_Pigron", mode); TextureAssets.SlimeMount = AssetInitializer.LoadAsset("Images\\Mount_Slime", mode); TextureAssets.TurtleMount = AssetInitializer.LoadAsset("Images\\Mount_Turtle", mode); TextureAssets.UnicornMount = AssetInitializer.LoadAsset("Images\\Mount_Unicorn", mode); TextureAssets.BasiliskMount = AssetInitializer.LoadAsset("Images\\Mount_Basilisk", mode); TextureAssets.MinecartMechMount[0] = AssetInitializer.LoadAsset("Images\\Mount_MinecartMech", mode); TextureAssets.MinecartMechMount[1] = AssetInitializer.LoadAsset("Images\\Mount_MinecartMechGlow", mode); TextureAssets.CuteFishronMount[0] = AssetInitializer.LoadAsset("Images\\Mount_CuteFishron1", mode); TextureAssets.CuteFishronMount[1] = AssetInitializer.LoadAsset("Images\\Mount_CuteFishron2", mode); TextureAssets.MinecartWoodMount = AssetInitializer.LoadAsset("Images\\Mount_MinecartWood", mode); TextureAssets.DesertMinecartMount = AssetInitializer.LoadAsset("Images\\Mount_MinecartDesert", mode); TextureAssets.FishMinecartMount = AssetInitializer.LoadAsset("Images\\Mount_MinecartMineCarp", mode); TextureAssets.BeeMount[0] = AssetInitializer.LoadAsset("Images\\Mount_Bee", mode); TextureAssets.BeeMount[1] = AssetInitializer.LoadAsset("Images\\Mount_BeeWings", mode); TextureAssets.UfoMount[0] = AssetInitializer.LoadAsset("Images\\Mount_UFO", mode); TextureAssets.UfoMount[1] = AssetInitializer.LoadAsset("Images\\Mount_UFOGlow", mode); TextureAssets.DrillMount[0] = AssetInitializer.LoadAsset("Images\\Mount_DrillRing", mode); TextureAssets.DrillMount[1] = AssetInitializer.LoadAsset("Images\\Mount_DrillSeat", mode); TextureAssets.DrillMount[2] = AssetInitializer.LoadAsset("Images\\Mount_DrillDiode", mode); TextureAssets.DrillMount[3] = AssetInitializer.LoadAsset("Images\\Mount_Glow_DrillRing", mode); TextureAssets.DrillMount[4] = AssetInitializer.LoadAsset("Images\\Mount_Glow_DrillSeat", mode); TextureAssets.DrillMount[5] = AssetInitializer.LoadAsset("Images\\Mount_Glow_DrillDiode", mode); TextureAssets.ScutlixMount[0] = AssetInitializer.LoadAsset("Images\\Mount_Scutlix", mode); TextureAssets.ScutlixMount[1] = AssetInitializer.LoadAsset("Images\\Mount_ScutlixEyes", mode); TextureAssets.ScutlixMount[2] = AssetInitializer.LoadAsset("Images\\Mount_ScutlixEyeGlow", mode); for (int index = 0; index < TextureAssets.Gem.Length; ++index) TextureAssets.Gem[index] = AssetInitializer.LoadAsset("Images\\Gem_" + (object) index, mode); for (int index = 0; index < 37; ++index) TextureAssets.Cloud[index] = AssetInitializer.LoadAsset("Images\\Cloud_" + (object) index, mode); for (int index = 0; index < 4; ++index) TextureAssets.Star[index] = AssetInitializer.LoadAsset("Images\\Star_" + (object) index, mode); for (int index = 0; index < 13; ++index) { TextureAssets.Liquid[index] = AssetInitializer.LoadAsset("Images\\Liquid_" + (object) index, mode); TextureAssets.LiquidSlope[index] = AssetInitializer.LoadAsset("Images\\LiquidSlope_" + (object) index, mode); } Main.instance.waterfallManager.LoadContent(); TextureAssets.NpcToggle[0] = AssetInitializer.LoadAsset("Images\\House_1", mode); TextureAssets.NpcToggle[1] = AssetInitializer.LoadAsset("Images\\House_2", mode); TextureAssets.HbLock[0] = AssetInitializer.LoadAsset("Images\\Lock_0", mode); TextureAssets.HbLock[1] = AssetInitializer.LoadAsset("Images\\Lock_1", mode); TextureAssets.blockReplaceIcon[0] = AssetInitializer.LoadAsset("Images\\UI\\BlockReplace_0", mode); TextureAssets.blockReplaceIcon[1] = AssetInitializer.LoadAsset("Images\\UI\\BlockReplace_1", mode); TextureAssets.Grid = AssetInitializer.LoadAsset("Images\\Grid", mode); TextureAssets.Trash = AssetInitializer.LoadAsset("Images\\Trash", mode); TextureAssets.Cd = AssetInitializer.LoadAsset("Images\\CoolDown", mode); TextureAssets.Logo = AssetInitializer.LoadAsset("Images\\Logo", mode); TextureAssets.Logo2 = AssetInitializer.LoadAsset("Images\\Logo2", mode); TextureAssets.Logo3 = AssetInitializer.LoadAsset("Images\\Logo3", mode); TextureAssets.Logo4 = AssetInitializer.LoadAsset("Images\\Logo4", mode); TextureAssets.Dust = AssetInitializer.LoadAsset("Images\\Dust", mode); TextureAssets.Sun = AssetInitializer.LoadAsset("Images\\Sun", mode); TextureAssets.Sun2 = AssetInitializer.LoadAsset("Images\\Sun2", mode); TextureAssets.Sun3 = AssetInitializer.LoadAsset("Images\\Sun3", mode); TextureAssets.BlackTile = AssetInitializer.LoadAsset("Images\\Black_Tile", mode); TextureAssets.Heart = AssetInitializer.LoadAsset("Images\\Heart", mode); TextureAssets.Heart2 = AssetInitializer.LoadAsset("Images\\Heart2", mode); TextureAssets.Bubble = AssetInitializer.LoadAsset("Images\\Bubble", mode); TextureAssets.Flame = AssetInitializer.LoadAsset("Images\\Flame", mode); TextureAssets.Mana = AssetInitializer.LoadAsset("Images\\Mana", mode); for (int index = 0; index < TextureAssets.Cursors.Length; ++index) TextureAssets.Cursors[index] = AssetInitializer.LoadAsset("Images\\UI\\Cursor_" + (object) index, mode); TextureAssets.CursorRadial = AssetInitializer.LoadAsset("Images\\UI\\Radial", mode); TextureAssets.Ninja = AssetInitializer.LoadAsset("Images\\Ninja", mode); TextureAssets.AntLion = AssetInitializer.LoadAsset("Images\\AntlionBody", mode); TextureAssets.SpikeBase = AssetInitializer.LoadAsset("Images\\Spike_Base", mode); TextureAssets.Wood[0] = AssetInitializer.LoadAsset("Images\\Tiles_5_0", mode); TextureAssets.Wood[1] = AssetInitializer.LoadAsset("Images\\Tiles_5_1", mode); TextureAssets.Wood[2] = AssetInitializer.LoadAsset("Images\\Tiles_5_2", mode); TextureAssets.Wood[3] = AssetInitializer.LoadAsset("Images\\Tiles_5_3", mode); TextureAssets.Wood[4] = AssetInitializer.LoadAsset("Images\\Tiles_5_4", mode); TextureAssets.Wood[5] = AssetInitializer.LoadAsset("Images\\Tiles_5_5", mode); TextureAssets.Wood[6] = AssetInitializer.LoadAsset("Images\\Tiles_5_6", mode); TextureAssets.SmileyMoon = AssetInitializer.LoadAsset("Images\\Moon_Smiley", mode); TextureAssets.PumpkinMoon = AssetInitializer.LoadAsset("Images\\Moon_Pumpkin", mode); TextureAssets.SnowMoon = AssetInitializer.LoadAsset("Images\\Moon_Snow", mode); for (int index = 0; index < TextureAssets.Moon.Length; ++index) TextureAssets.Moon[index] = AssetInitializer.LoadAsset("Images\\Moon_" + (object) index, mode); for (int index = 0; index < TextureAssets.TreeTop.Length; ++index) TextureAssets.TreeTop[index] = AssetInitializer.LoadAsset("Images\\Tree_Tops_" + (object) index, mode); for (int index = 0; index < TextureAssets.TreeBranch.Length; ++index) TextureAssets.TreeBranch[index] = AssetInitializer.LoadAsset("Images\\Tree_Branches_" + (object) index, mode); TextureAssets.ShroomCap = AssetInitializer.LoadAsset("Images\\Shroom_Tops", mode); TextureAssets.InventoryBack = AssetInitializer.LoadAsset("Images\\Inventory_Back", mode); TextureAssets.InventoryBack2 = AssetInitializer.LoadAsset("Images\\Inventory_Back2", mode); TextureAssets.InventoryBack3 = AssetInitializer.LoadAsset("Images\\Inventory_Back3", mode); TextureAssets.InventoryBack4 = AssetInitializer.LoadAsset("Images\\Inventory_Back4", mode); TextureAssets.InventoryBack5 = AssetInitializer.LoadAsset("Images\\Inventory_Back5", mode); TextureAssets.InventoryBack6 = AssetInitializer.LoadAsset("Images\\Inventory_Back6", mode); TextureAssets.InventoryBack7 = AssetInitializer.LoadAsset("Images\\Inventory_Back7", mode); TextureAssets.InventoryBack8 = AssetInitializer.LoadAsset("Images\\Inventory_Back8", mode); TextureAssets.InventoryBack9 = AssetInitializer.LoadAsset("Images\\Inventory_Back9", mode); TextureAssets.InventoryBack10 = AssetInitializer.LoadAsset("Images\\Inventory_Back10", mode); TextureAssets.InventoryBack11 = AssetInitializer.LoadAsset("Images\\Inventory_Back11", mode); TextureAssets.InventoryBack12 = AssetInitializer.LoadAsset("Images\\Inventory_Back12", mode); TextureAssets.InventoryBack13 = AssetInitializer.LoadAsset("Images\\Inventory_Back13", mode); TextureAssets.InventoryBack14 = AssetInitializer.LoadAsset("Images\\Inventory_Back14", mode); TextureAssets.InventoryBack15 = AssetInitializer.LoadAsset("Images\\Inventory_Back15", mode); TextureAssets.InventoryBack16 = AssetInitializer.LoadAsset("Images\\Inventory_Back16", mode); TextureAssets.InventoryBack17 = AssetInitializer.LoadAsset("Images\\Inventory_Back17", mode); TextureAssets.InventoryBack18 = AssetInitializer.LoadAsset("Images\\Inventory_Back18", mode); TextureAssets.HairStyleBack = AssetInitializer.LoadAsset("Images\\HairStyleBack", mode); TextureAssets.ClothesStyleBack = AssetInitializer.LoadAsset("Images\\ClothesStyleBack", mode); TextureAssets.InventoryTickOff = AssetInitializer.LoadAsset("Images\\Inventory_Tick_Off", mode); TextureAssets.InventoryTickOn = AssetInitializer.LoadAsset("Images\\Inventory_Tick_On", mode); TextureAssets.TextBack = AssetInitializer.LoadAsset("Images\\Text_Back", mode); TextureAssets.Chat = AssetInitializer.LoadAsset("Images\\Chat", mode); TextureAssets.Chat2 = AssetInitializer.LoadAsset("Images\\Chat2", mode); TextureAssets.ChatBack = AssetInitializer.LoadAsset("Images\\Chat_Back", mode); TextureAssets.Team = AssetInitializer.LoadAsset("Images\\Team", mode); PlayerDataInitializer.Load(); TextureAssets.Chaos = AssetInitializer.LoadAsset("Images\\Chaos", mode); TextureAssets.EyeLaser = AssetInitializer.LoadAsset("Images\\Eye_Laser", mode); TextureAssets.BoneEyes = AssetInitializer.LoadAsset("Images\\Bone_Eyes", mode); TextureAssets.BoneLaser = AssetInitializer.LoadAsset("Images\\Bone_Laser", mode); TextureAssets.LightDisc = AssetInitializer.LoadAsset("Images\\Light_Disc", mode); TextureAssets.Confuse = AssetInitializer.LoadAsset("Images\\Confuse", mode); TextureAssets.Probe = AssetInitializer.LoadAsset("Images\\Probe", mode); TextureAssets.SunOrb = AssetInitializer.LoadAsset("Images\\SunOrb", mode); TextureAssets.SunAltar = AssetInitializer.LoadAsset("Images\\SunAltar", mode); TextureAssets.XmasLight = AssetInitializer.LoadAsset("Images\\XmasLight", mode); TextureAssets.Beetle = AssetInitializer.LoadAsset("Images\\BeetleOrb", mode); for (int index = 0; index < 17; ++index) TextureAssets.Chains[index] = AssetInitializer.LoadAsset("Images\\Chains_" + (object) index, mode); TextureAssets.Chain20 = AssetInitializer.LoadAsset("Images\\Chain20", mode); TextureAssets.FishingLine = AssetInitializer.LoadAsset("Images\\FishingLine", mode); TextureAssets.Chain = AssetInitializer.LoadAsset("Images\\Chain", mode); TextureAssets.Chain2 = AssetInitializer.LoadAsset("Images\\Chain2", mode); TextureAssets.Chain3 = AssetInitializer.LoadAsset("Images\\Chain3", mode); TextureAssets.Chain4 = AssetInitializer.LoadAsset("Images\\Chain4", mode); TextureAssets.Chain5 = AssetInitializer.LoadAsset("Images\\Chain5", mode); TextureAssets.Chain6 = AssetInitializer.LoadAsset("Images\\Chain6", mode); TextureAssets.Chain7 = AssetInitializer.LoadAsset("Images\\Chain7", mode); TextureAssets.Chain8 = AssetInitializer.LoadAsset("Images\\Chain8", mode); TextureAssets.Chain9 = AssetInitializer.LoadAsset("Images\\Chain9", mode); TextureAssets.Chain10 = AssetInitializer.LoadAsset("Images\\Chain10", mode); TextureAssets.Chain11 = AssetInitializer.LoadAsset("Images\\Chain11", mode); TextureAssets.Chain12 = AssetInitializer.LoadAsset("Images\\Chain12", mode); TextureAssets.Chain13 = AssetInitializer.LoadAsset("Images\\Chain13", mode); TextureAssets.Chain14 = AssetInitializer.LoadAsset("Images\\Chain14", mode); TextureAssets.Chain15 = AssetInitializer.LoadAsset("Images\\Chain15", mode); TextureAssets.Chain16 = AssetInitializer.LoadAsset("Images\\Chain16", mode); TextureAssets.Chain17 = AssetInitializer.LoadAsset("Images\\Chain17", mode); TextureAssets.Chain18 = AssetInitializer.LoadAsset("Images\\Chain18", mode); TextureAssets.Chain19 = AssetInitializer.LoadAsset("Images\\Chain19", mode); TextureAssets.Chain20 = AssetInitializer.LoadAsset("Images\\Chain20", mode); TextureAssets.Chain21 = AssetInitializer.LoadAsset("Images\\Chain21", mode); TextureAssets.Chain22 = AssetInitializer.LoadAsset("Images\\Chain22", mode); TextureAssets.Chain23 = AssetInitializer.LoadAsset("Images\\Chain23", mode); TextureAssets.Chain24 = AssetInitializer.LoadAsset("Images\\Chain24", mode); TextureAssets.Chain25 = AssetInitializer.LoadAsset("Images\\Chain25", mode); TextureAssets.Chain26 = AssetInitializer.LoadAsset("Images\\Chain26", mode); TextureAssets.Chain27 = AssetInitializer.LoadAsset("Images\\Chain27", mode); TextureAssets.Chain28 = AssetInitializer.LoadAsset("Images\\Chain28", mode); TextureAssets.Chain29 = AssetInitializer.LoadAsset("Images\\Chain29", mode); TextureAssets.Chain30 = AssetInitializer.LoadAsset("Images\\Chain30", mode); TextureAssets.Chain31 = AssetInitializer.LoadAsset("Images\\Chain31", mode); TextureAssets.Chain32 = AssetInitializer.LoadAsset("Images\\Chain32", mode); TextureAssets.Chain33 = AssetInitializer.LoadAsset("Images\\Chain33", mode); TextureAssets.Chain34 = AssetInitializer.LoadAsset("Images\\Chain34", mode); TextureAssets.Chain35 = AssetInitializer.LoadAsset("Images\\Chain35", mode); TextureAssets.Chain36 = AssetInitializer.LoadAsset("Images\\Chain36", mode); TextureAssets.Chain37 = AssetInitializer.LoadAsset("Images\\Chain37", mode); TextureAssets.Chain38 = AssetInitializer.LoadAsset("Images\\Chain38", mode); TextureAssets.Chain39 = AssetInitializer.LoadAsset("Images\\Chain39", mode); TextureAssets.Chain40 = AssetInitializer.LoadAsset("Images\\Chain40", mode); TextureAssets.Chain41 = AssetInitializer.LoadAsset("Images\\Chain41", mode); TextureAssets.Chain42 = AssetInitializer.LoadAsset("Images\\Chain42", mode); TextureAssets.Chain43 = AssetInitializer.LoadAsset("Images\\Chain43", mode); TextureAssets.EyeLaserSmall = AssetInitializer.LoadAsset("Images\\Eye_Laser_Small", mode); TextureAssets.BoneArm = AssetInitializer.LoadAsset("Images\\Arm_Bone", mode); TextureAssets.PumpkingArm = AssetInitializer.LoadAsset("Images\\PumpkingArm", mode); TextureAssets.PumpkingCloak = AssetInitializer.LoadAsset("Images\\PumpkingCloak", mode); TextureAssets.BoneArm2 = AssetInitializer.LoadAsset("Images\\Arm_Bone_2", mode); for (int index = 1; index < TextureAssets.GemChain.Length; ++index) TextureAssets.GemChain[index] = AssetInitializer.LoadAsset("Images\\GemChain_" + (object) index, mode); for (int index = 1; index < TextureAssets.Golem.Length; ++index) TextureAssets.Golem[index] = AssetInitializer.LoadAsset("Images\\GolemLights" + (object) index, mode); TextureAssets.GolfSwingBarFill = AssetInitializer.LoadAsset("Images\\UI\\GolfSwingBarFill", mode); TextureAssets.GolfSwingBarPanel = AssetInitializer.LoadAsset("Images\\UI\\GolfSwingBarPanel", mode); TextureAssets.SpawnPoint = AssetInitializer.LoadAsset("Images\\UI\\SpawnPoint", mode); TextureAssets.SpawnBed = AssetInitializer.LoadAsset("Images\\UI\\SpawnBed", mode); TextureAssets.MapPing = AssetInitializer.LoadAsset("Images\\UI\\MapPing", mode); TextureAssets.GolfBallArrow = AssetInitializer.LoadAsset("Images\\UI\\GolfBall_Arrow", mode); TextureAssets.GolfBallArrowShadow = AssetInitializer.LoadAsset("Images\\UI\\GolfBall_Arrow_Shadow", mode); TextureAssets.GolfBallOutline = AssetInitializer.LoadAsset("Images\\Misc\\GolfBallOutline", mode); AssetInitializer.LoadMinimapFrames(mode); AssetInitializer.LoadPlayerResourceSets(mode); Main.AchievementAdvisor.LoadContent(); } private static void LoadMinimapFrames(AssetRequestMode mode) { float num1 = 2f; float num2 = 6f; AssetInitializer.LoadMinimap("Default", new Vector2(-8f, -15f), new Vector2(148f + num1, 234f + num2), new Vector2(200f + num1, 234f + num2), new Vector2(174f + num1, 234f + num2), mode); AssetInitializer.LoadMinimap("Golden", new Vector2(-10f, -10f), new Vector2(136f, 248f), new Vector2(96f, 248f), new Vector2(116f, 248f), mode); AssetInitializer.LoadMinimap("Remix", new Vector2(-10f, -10f), new Vector2(200f, 234f), new Vector2(148f, 234f), new Vector2(174f, 234f), mode); AssetInitializer.LoadMinimap("Sticks", new Vector2(-10f, -10f), new Vector2(148f, 234f), new Vector2(200f, 234f), new Vector2(174f, 234f), mode); AssetInitializer.LoadMinimap("StoneGold", new Vector2(-15f, -15f), new Vector2(220f, 244f), new Vector2(244f, 188f), new Vector2(244f, 216f), mode); AssetInitializer.LoadMinimap("TwigLeaf", new Vector2(-20f, -20f), new Vector2(206f, 242f), new Vector2(162f, 242f), new Vector2(184f, 242f), mode); AssetInitializer.LoadMinimap("Leaf", new Vector2(-20f, -20f), new Vector2(212f, 244f), new Vector2(168f, 246f), new Vector2(190f, 246f), mode); AssetInitializer.LoadMinimap("Retro", new Vector2(-10f, -10f), new Vector2(150f, 236f), new Vector2(202f, 236f), new Vector2(176f, 236f), mode); AssetInitializer.LoadMinimap("Valkyrie", new Vector2(-10f, -10f), new Vector2(154f, 242f), new Vector2(206f, 240f), new Vector2(180f, 244f), mode); string frameName = Main.Configuration.Get("MinimapFrame", "Default"); Main.ActiveMinimapFrame = Main.MinimapFrames.FirstOrDefault>((Func, bool>) (pair => pair.Key == frameName)).Value; if (Main.ActiveMinimapFrame == null) Main.ActiveMinimapFrame = Main.MinimapFrames.Values.First(); Main.Configuration.OnSave += new Action(AssetInitializer.Configuration_OnSave_MinimapFrame); } private static void Configuration_OnSave_MinimapFrame(Preferences obj) { string str = Main.MinimapFrames.FirstOrDefault>((Func, bool>) (pair => pair.Value == Main.ActiveMinimapFrame)).Key ?? "Default"; obj.Put("MinimapFrame", (object) str); } private static void LoadMinimap( string name, Vector2 frameOffset, Vector2 resetPosition, Vector2 zoomInPosition, Vector2 zoomOutPosition, AssetRequestMode mode) { MinimapFrame minimapFrame = new MinimapFrame(AssetInitializer.LoadAsset("Images\\UI\\Minimap\\" + name + "\\MinimapFrame", mode), frameOffset); minimapFrame.SetResetButton(AssetInitializer.LoadAsset("Images\\UI\\Minimap\\" + name + "\\MinimapButton_Reset", mode), resetPosition); minimapFrame.SetZoomOutButton(AssetInitializer.LoadAsset("Images\\UI\\Minimap\\" + name + "\\MinimapButton_ZoomOut", mode), zoomOutPosition); minimapFrame.SetZoomInButton(AssetInitializer.LoadAsset("Images\\UI\\Minimap\\" + name + "\\MinimapButton_ZoomIn", mode), zoomInPosition); Main.MinimapFrames[name] = minimapFrame; } private static void LoadPlayerResourceSets(AssetRequestMode mode) { Main.PlayerResourcesSets["Default"] = (IPlayerResourcesDisplaySet) new ClassicPlayerResourcesDisplaySet(); Main.PlayerResourcesSets["New"] = (IPlayerResourcesDisplaySet) new FancyClassicPlayerResourcesDisplaySet("FancyClassic", mode); Main.PlayerResourcesSets["HorizontalBars"] = (IPlayerResourcesDisplaySet) new HorizontalBarsPlayerReosurcesDisplaySet("HorizontalBars", mode); string frameName = Main.Configuration.Get("PlayerResourcesSet", "New"); Main.ActivePlayerResourcesSet = Main.PlayerResourcesSets.FirstOrDefault>((Func, bool>) (pair => pair.Key == frameName)).Value; if (Main.ActivePlayerResourcesSet == null) Main.ActivePlayerResourcesSet = Main.PlayerResourcesSets.Values.First(); Main.Configuration.OnSave += new Action(AssetInitializer.Configuration_OnSave_PlayerResourcesSet); } private static void Configuration_OnSave_PlayerResourcesSet(Preferences obj) { string str = Main.PlayerResourcesSets.FirstOrDefault>((Func, bool>) (pair => pair.Value == Main.ActivePlayerResourcesSet)).Key ?? "New"; obj.Put("PlayerResourcesSet", (object) str); } private static Asset LoadAsset(string assetName, AssetRequestMode mode) where T : class => Main.Assets.Request(assetName, mode); } }