EvenMoreModifiers
EvenMoreModifiers copied to clipboard
Implement better control over modifier effects (glowmask/shader)
It was suggested it would be useful if effects could be applied based on different scenarios, not just always be applied if a certain modifier is present. For example when an item is being charged.
Currently f23ac88 implement some increase in control via new property classes Most notably control over which layers to draw (subject/glow/shader) Example skipping drawing subject: (useful if drawing in front layer)
public override ShaderEntity GetShaderEntity(Item item)
{
return new ShaderEntity(item,
GameShaders.Armor.GetShaderIdFromItemId(ItemID.StardustDye),
Color.LightSkyBlue,
props: ShaderGraphicsProperties.Builder
.WithDrawLayer(ShaderDrawLayer.Front)
.WithShaderDrawStyle(new NormalShaderDrawStyle())
.SkipDrawingSubject(true)
.Build()
);
}
Other uses: SkipDrawingShader, SkipDrawingGlowmask, SkipDrawing