1 using Microsoft.Xna.Framework;
13 public string Texture {
65 item.UpdateVanity(player, type);
76 public virtual bool IsVanitySet(
int head,
int body,
int legs) {
80 return item.IsVanitySet(head, body, legs);
89 item.PreUpdateVanitySet(player);
99 item.UpdateVanitySet(player);
109 item.ArmorSetShadows(player);
121 public virtual void SetMatch(
bool male, ref
int equipSlot, ref
bool robes) {
123 item.SetMatch(male, ref equipSlot, ref robes);
132 public virtual void DrawHands(ref
bool drawHands, ref
bool drawArms) {
134 item.DrawHands(ref drawHands, ref drawArms);
143 public virtual void DrawHair(ref
bool drawHair, ref
bool drawAltHair) {
145 item.DrawHair(ref drawHair, ref drawAltHair);
154 return item == null || item.DrawHead();
162 return item == null || item.DrawBody();
170 return item == null || item.DrawLegs();
181 public virtual void DrawArmorColor(Player drawPlayer,
float shadow, ref Color color, ref
int glowMask, ref Color glowMaskColor) {
183 item.DrawArmorColor(drawPlayer, shadow, ref color, ref glowMask, ref glowMaskColor);
194 public virtual void ArmorArmGlowMask(Player drawPlayer,
float shadow, ref
int glowMask, ref Color color) {
196 item.ArmorArmGlowMask(drawPlayer, shadow, ref glowMask, ref color);
209 public virtual void VerticalWingSpeeds(Player player, ref
float ascentWhenFalling, ref
float ascentWhenRising,
210 ref
float maxCanAscendMultiplier, ref
float maxAscentMultiplier, ref
float constantAscend) {
212 item.VerticalWingSpeeds(player, ref ascentWhenFalling, ref ascentWhenRising, ref maxCanAscendMultiplier,
213 ref maxAscentMultiplier, ref constantAscend);
225 item.HorizontalWingSpeeds(player, ref speed, ref acceleration);
236 return item?.WingUpdate(player, inUse) ??
false;
virtual void UpdateVanitySet(Player player)
Allows you to create special effects (such as dust) when the player wears this equipment texture's va...
virtual void VerticalWingSpeeds(Player player, ref float ascentWhenFalling, ref float ascentWhenRising, ref float maxCanAscendMultiplier, ref float maxAscentMultiplier, ref float constantAscend)
Allows you to modify vertical wing speeds.
This serves as a place for you to program behaviors of equipment textures. This is useful for equipme...
virtual void PreUpdateVanitySet(Player player)
Allows you to create special effects (such as the necro armor's hurt noise) when the player wears thi...
virtual bool DrawBody()
Return false to hide the player's body when this body equipment texture is worn. By default this will...
EquipType
This is an enum of all the types of equipment that exist. An equipment type is defined as a type or l...
virtual bool WingUpdate(Player player, bool inUse)
Allows for wing textures to do various things while in use. "inUse" is whether or not the jump button...
virtual void DrawArmorColor(Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor)
Allows you to modify the colors in which this armor texture and surrounding accessories are drawn...
virtual void ArmorSetShadows(Player player)
Allows you to determine special visual effects this vanity set has on the player without having to co...
virtual void SetMatch(bool male, ref int equipSlot, ref bool robes)
Allows you to modify the equipment that the player appears to be wearing. This hook will only be call...
virtual bool IsVanitySet(int head, int body, int legs)
Returns whether or not the head armor, body armor, and leg armor textures make up a set...
virtual void DrawHair(ref bool drawHair, ref bool drawAltHair)
Allows you to determine whether the player's hair or alt (hat) hair draws when this head equipment te...
virtual void UpdateVanity(Player player, EquipType type)
Allows you to create special effects (such as dust) when this equipment texture is displayed on the p...
Mod is an abstract class that you will override. It serves as a central place from which the mod's co...
This class serves as a place for you to place all your properties and hooks for each item...
virtual bool DrawHead()
Return false to hide the player's head when this head equipment texture is worn. By default this will...
virtual bool DrawLegs()
Return false to hide the player's legs when this leg or shoe equipment texture is worn...
virtual void DrawHands(ref bool drawHands, ref bool drawArms)
Allows you to determine whether the skin/shirt on the player's arms and hands are drawn when this bod...
virtual void HorizontalWingSpeeds(Player player, ref float speed, ref float acceleration)
Allows you to modify horizontal wing speeds.
virtual void ArmorArmGlowMask(Player drawPlayer, float shadow, ref int glowMask, ref Color color)
Allows you to modify which glow mask and in what color is drawn on the player's arms. Note that this is only called for body equipment textures. By default this will call the associated ModItem's ArmorArmGlowMask if there is an associated ModItem.