Updated CustomNpcs to have fixed texture references. Whether or notI use it is a different question.
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@ -63,10 +63,10 @@ namespace CustomNPCFramework.Framework.Graphics
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string upString = Class1.getShortenedDirectory(Path.Combine(path, info.upString + ".png")).Remove(0, 1);
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string upString = Class1.getShortenedDirectory(Path.Combine(path, info.upString + ".png")).Remove(0, 1);
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string downString = Class1.getShortenedDirectory(Path.Combine(path, info.downString + ".png")).Remove(0, 1);
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string downString = Class1.getShortenedDirectory(Path.Combine(path, info.downString + ".png")).Remove(0, 1);
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this.leftTexture = new Texture2DExtended(helper, Class1.Manifest, leftString);
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this.leftTexture = new Texture2DExtended(helper, leftString);
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this.rightTexture = new Texture2DExtended(helper, Class1.Manifest, rightString);
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this.rightTexture = new Texture2DExtended(helper, rightString);
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this.upTexture = new Texture2DExtended(helper, Class1.Manifest, upString);
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this.upTexture = new Texture2DExtended(helper, upString);
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this.downTexture = new Texture2DExtended(helper, Class1.Manifest, downString);
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this.downTexture = new Texture2DExtended(helper, downString);
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switch (direction)
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switch (direction)
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{
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{
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@ -19,7 +19,7 @@ namespace CustomNPCFramework.Framework.ModularNpcs
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{
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{
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//Set the sprite texture
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//Set the sprite texture
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this.sprite = new AnimatedSprite();
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this.sprite = new AnimatedSprite();
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Texture2D load = texture.Copy().texture;
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Texture2D load = texture.Copy().Texture;
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var thing = Class1.ModHelper.Reflection.GetField<Texture2D>(this.sprite, "Texture", true);
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var thing = Class1.ModHelper.Reflection.GetField<Texture2D>(this.sprite, "Texture", true);
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thing.SetValue(load);
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thing.SetValue(load);
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