mirror of
https://github.com/Jacobwasbeast/LegacyWeaveLoader.git
synced 2026-05-26 23:54:31 +00:00
Rename across entire codebase: - LegacyForge -> WeaveLoader (identifiers, namespaces, classes, DLLs) - LegacyForgeRuntime -> WeaveLoaderRuntime (C++ project) - LegacyForge.API/Core/Launcher -> WeaveLoader.API/Core/Launcher (C# projects) - [LegacyForge] -> [WeaveLoader] (log prefixes) - legacyforge -> weaveloader (config files, log files, backup suffixes) - Display name "Weave Loader" in README, CONTRIBUTING, LICENSE
56 lines
2.1 KiB
C#
56 lines
2.1 KiB
C#
using WeaveLoader.API.Block;
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using WeaveLoader.API.Item;
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using WeaveLoader.API.Entity;
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using WeaveLoader.API.Recipe;
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using WeaveLoader.API.Assets;
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namespace WeaveLoader.API;
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/// <summary>
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/// Central access point for all WeaveLoader registries.
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/// Use Registry.Block, Registry.Item, Registry.Entity, Registry.Recipe, or Registry.Assets.
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/// </summary>
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public static class Registry
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{
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/// <summary>Block registration. Call Register() with a namespaced ID and BlockProperties.</summary>
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public static class Block
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{
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public static RegisteredBlock Register(Identifier id, BlockProperties properties)
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=> BlockRegistry.Register(id, properties);
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}
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/// <summary>Item registration. Call Register() with a namespaced ID and ItemProperties.</summary>
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public static class Item
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{
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public static RegisteredItem Register(Identifier id, ItemProperties properties)
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=> ItemRegistry.Register(id, properties);
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}
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/// <summary>Entity registration. Call Register() with a namespaced ID and EntityDefinition.</summary>
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public static class Entity
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{
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public static RegisteredEntity Register(Identifier id, EntityDefinition definition)
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=> EntityRegistry.Register(id, definition);
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}
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/// <summary>Recipe registration for crafting and smelting.</summary>
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public static class Recipe
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{
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public static void AddShaped(Identifier result, int count, string[] pattern,
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params (char key, Identifier ingredient)[] keys)
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=> RecipeRegistry.AddShaped(result, count, pattern, keys);
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public static void AddFurnace(Identifier input, Identifier output, float xp)
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=> RecipeRegistry.AddFurnace(input, output, xp);
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}
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/// <summary>Asset registration for language strings and (future) textures.</summary>
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public static class Assets
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{
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public static void RegisterString(int descriptionId, string displayName)
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=> AssetRegistry.RegisterString(descriptionId, displayName);
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public static int AllocateDescriptionId()
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=> AssetRegistry.AllocateDescriptionId();
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}
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}
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