Mod naming rule and engine UI in engine mods
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base, editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and every reference follows. Engine UI prefabs (dialog, answers, message, game menu, inventory, map, skills) and their panel entries moved out of the story mod into the subsystem mods; the card_novel and vn_starter_novel collections are removed.
This commit is contained in:
1 parent
c4e2130ed4
commit
22b67c628c
10 files changed
+26
-26
No files matched your search
@@ -189,7 +189,7 @@ namespace Mods.HotReloadTest
|
||||
|
||||
private static bool UnloadedAndLoadedBoth(ModSetReloadedEvent e) => UnloadedBoth(e) && LoadedBoth(e);
|
||||
|
||||
private static bool UnloadedBaseMenu(ModSetReloadedEvent e) => e.Unloaded.Contains("base_menu");
|
||||
private static bool UnloadedBaseMenu(ModSetReloadedEvent e) => e.Unloaded.Contains("menu_base");
|
||||
|
||||
private static bool IsRejectedForLib(ModSetReloadedEvent e) => !e.Applied && e.Errors.Any(IsLibError);
|
||||
|
||||
|
||||
Reference in new issue
Block a user