- Fixed creature disable list only taking config files in the Content/Characters folder into account (making it impossible to disable spawning of custom monsters outside the folder)

- Removed hard-coded ruin structure, particle & decal config paths and moved them to content package (custom ones can be added now without modifying the original files).
This commit is contained in:
Joonas Rikkonen
2018-02-25 15:03:29 +02:00
parent e02a1dc6ae
commit 9e2966e9cb
8 changed files with 68 additions and 57 deletions
@@ -8,22 +8,25 @@ namespace Barotrauma.Particles
{
private Dictionary<string, DecalPrefab> prefabs;
public DecalManager(string configFile)
public DecalManager()
{
XDocument doc = XMLExtensions.TryLoadXml(configFile);
if (doc == null || doc.Root == null) return;
prefabs = new Dictionary<string, DecalPrefab>();
foreach (XElement element in doc.Root.Elements())
foreach (string configFile in GameMain.Config.SelectedContentPackage.GetFilesOfType(ContentType.Decals))
{
if (prefabs.ContainsKey(element.Name.ToString()))
XDocument doc = XMLExtensions.TryLoadXml(configFile);
if (doc == null || doc.Root == null) continue;
foreach (XElement element in doc.Root.Elements())
{
DebugConsole.ThrowError("Error in " + configFile + "! Each decal prefab must have a unique name.");
continue;
if (prefabs.ContainsKey(element.Name.ToString()))
{
DebugConsole.ThrowError("Error in " + configFile + "! Each decal prefab must have a unique name.");
continue;
}
prefabs.Add(element.Name.ToString(), new DecalPrefab(element));
}
prefabs.Add(element.Name.ToString(), new DecalPrefab(element));
}
}
public Decal CreateDecal(string decalName, float scale, Vector2 worldPosition, Hull hull)