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CWRAsset.cs
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using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
namespace CalamityOverhaul
{
internal class CWRAsset : ICWRLoader
{
[VaultLoaden("CalamityOverhaul/icon_small")]
public static Asset<Texture2D> icon_small = null;
[VaultLoaden(CWRConstant.Projectile + "IceParclose")]
public static Asset<Texture2D> IceParcloseAsset = null;
[VaultLoaden(CWRConstant.Asset + "Players/Quiver_back")]
public static Asset<Texture2D> Quiver_back_Asset = null;
[VaultLoaden(CWRConstant.Asset + "Players/IceGod_back")]
public static Asset<Texture2D> IceGod_back_Asset = null;
[VaultLoaden(CWRConstant.Placeholder)]
public static Asset<Texture2D> Placeholder_Transparent = null;
[VaultLoaden(CWRConstant.Placeholder2)]
public static Asset<Texture2D> Placeholder_White = null;
[VaultLoaden(CWRConstant.Placeholder3)]
public static Asset<Texture2D> Placeholder_ERROR = null;
[VaultLoaden(CWRConstant.UI + "JAR")]
public static Asset<Texture2D> UI_JAR = null;
[VaultLoaden(CWRConstant.UI + "JMF")]
public static Asset<Texture2D> UI_JMF = null;
[VaultLoaden(CWRConstant.Other + "AimTarget")]
public static Asset<Texture2D> AimTarget = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> LightShot = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> LightShotAlt = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> Airflow = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> Extra_193 = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> Spray = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> StarTexture_White = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> StarTexture = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> SoftGlow = null;//大小64*64的圆点灰度图,一般用于叠加绘制圆形光效,颜色的A值需要设置为0
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> Fire = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> Fog = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> Cyclone = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> DiffusionCircle = null;
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> ThunderTrail = null;//这个纹理来自珊瑚石,谢谢你瓶中微光 :)
[VaultLoaden(CWRConstant.Masking)]
public static Asset<Texture2D> TileHightlight = null;//这个纹理来自珊瑚石,谢谢你瓶中微光 :)
[VaultLoaden(CWRConstant.UI + "Generator/ElectricPower")]
public static Asset<Texture2D> ElectricPower = null;
[VaultLoaden(CWRConstant.UI + "Generator/ElectricPowerFull")]
public static Asset<Texture2D> ElectricPowerFull = null;
[VaultLoaden(CWRConstant.UI + "Generator/ElectricPowerGlow")]
public static Asset<Texture2D> ElectricPowerGlow = null;
[VaultLoaden(CWRConstant.UI + "Generator/GeneratorPanel")]
internal static Asset<Texture2D> Panel { get; private set; }
[VaultLoaden("@CalamityMod/UI/DraedonsArsenal/ChargeMeterBorder")]
internal static Asset<Texture2D> BarTop { get; private set; }
[VaultLoaden("@CalamityMod/UI/DraedonsArsenal/ChargeMeter")]
internal static Asset<Texture2D> BarFull { get; private set; }
[VaultLoaden("@CalamityMod/Particles/SemiCircularSmear")]
public static Asset<Texture2D> SemiCircularSmear = null;
[VaultLoaden("@CalamityMod/UI/MiscTextures/GenericBarBack")]
public static Asset<Texture2D> GenericBarBack = null;
[VaultLoaden("@CalamityMod/UI/MiscTextures/GenericBarFront")]
public static Asset<Texture2D> GenericBarFront = null;
[VaultLoaden("@CalamityMod/UI/DraedonSummoning/DraedonContactPanel")]
public static Asset<Texture2D> DraedonContactPanel = null;
}
}