api:umfasset:loadtexture2d
Description:
Loads an image file from the mod's assets and returns it as a Texture2D.
Note: Flat file/on disk assets always overwrite packed assets.
Added In: v0.50
Function
public static Texture2D LoadTexture2D(string file, bool shared = false) //file: File in mod's Asset folder. Should not include Assets\MyModName in file. //Packed Mods: Assets\MyModName\MyTexture.png //Unpacked Mods: ...\Mods\Assets\MyModName\MyTexture.png //shared set to true: Get the asset from \Mods\Assets\Shared\ instead.
Usage
Texture2D myTexture1 = UMFAsset.LoadTexture2D("MyTexture.png"); //Loads from \Mods\Assets\MyModName\MyTexture.png or from packed Assets\MyModName\MyTexture.png Texture2D myTexture2 = UMFAsset.LoadTexture2D("MyTexture.png", true); //Loads from \Mods\Assets\Shared\MyTexture.png Texture2D myTexture3 = UMFAsset.LoadTexture2D(Path.Combine("MySubFolder", "MyTexture.png")); //Loads from \Mods\Assets\MyModName\MySubFolder\MyTexture.png or from packed Assets\MyModName\MySubFolder\MyTexture.png
Examples
using UModFramework.API; namespace MyModName { [UMFScript] class MyModName : MonoBehaviour { private const string myTextureFile = "MyTexture.png"; internal static Texture2D myTexture = null; internal static void Log(string text, bool clean = false) { using (UMFLog log = new UMFLog()) log.Log(text, clean); } void Awake() { myTexture = UMFAsset.LoadTexture2D(myTextureFile); if (myTexture == null) { Log("Error: Failed to load the texture."); //Do something about the error } //At this point you can use MyModName.myTexture anywhere in your code to replace or set the Texture2D of something. } } }
api/umfasset/loadtexture2d.txt · Last modified: 2019/06/28 00:39 by umfdev