Code: Select all
"New editor plugin ": {
"scope": "cs,csharp",
"prefix": "editorplugin",
"body": [
"public partial class $1: EditorPlugin {",
" public void EditorLoad(Editor e) { }",
"",
" public void EditorUpdate(Editor e) { }",
"}",
],
"description": "Create a new Game Singleton"
},
Code: Select all
"Get the asset manager": {
"scope": "cs,csharp",
"prefix": "getassets",
"body": [
"var assets = Singletons.Assets();"
]
},
"Get the renderer": {
"scope": "cs,csharp",
"prefix": "getrenderer",
"body": [
"var renderer = Singletons.Renderer();"
]
},
Code: Select all
"Construct a particle": {
"scope": "cs,csharp",
"prefix": "newparticle",
"body": [
"Particle.New(",
" position: Vec2(0, 0),",
" lifetime: 1,",
" zIndex: DrawOrder.Particles.ToZ(),",
" rotation: 0f,",
" direction: Vec2(0),",
" gravity: Vec2(0),",
" speed: 0,",
" size: Vec2(1),",
" color: Color.White,",
" angularVelocity: 0f,",
" blendMode: BlendMode.AlphaBlend,",
" texture: null,",
" hFlip: false,",
" vFlip: false,",
" flipbookFrames: (numFrames: 4, fps: 12)",
")"
]
},
Code: Select all
"Dialogue: Character": {
"scope": "xml",
"prefix": "character",
"body": [
"<character character=\"${1|lynchpin,renna,renna-hub,scientist,squatter,informant,messenger|}\" mood=\"${2|grin,happy,sigh,angry,laugh|}\"/>"
]
},
"Dialogue: Talk": {
"scope": "xml",
"prefix": "talk",
"body": [
"<talk>$1</talk>"
]
}
Code: Select all
"New editor plugin ": {
"scope": "cs,csharp",
"prefix": "editorplugin",
"body": [
"public partial class $1: EditorPlugin {",
" public void EditorLoad(Editor e) { }",
"",
" public void EditorUpdate(Editor e) { }",
"}",
],
"description": "Create a new Game Singleton"
},
Code: Select all
"Get the asset manager": {
"scope": "cs,csharp",
"prefix": "getassets",
"body": [
"var assets = Singletons.Assets();"
]
},
"Get the renderer": {
"scope": "cs,csharp",
"prefix": "getrenderer",
"body": [
"var renderer = Singletons.Renderer();"
]
},
Code: Select all
"Construct a particle": {
"scope": "cs,csharp",
"prefix": "newparticle",
"body": [
"Particle.New(",
" position: Vec2(0, 0),",
" lifetime: 1,",
" zIndex: DrawOrder.Particles.ToZ(),",
" rotation: 0f,",
" direction: Vec2(0),",
" gravity: Vec2(0),",
" speed: 0,",
" size: Vec2(1),",
" color: Color.White,",
" angularVelocity: 0f,",
" blendMode: BlendMode.AlphaBlend,",
" texture: null,",
" hFlip: false,",
" vFlip: false,",
" flipbookFrames: (numFrames: 4, fps: 12)",
")"
]
},
Code: Select all
"Dialogue: Character": {
"scope": "xml",
"prefix": "character",
"body": [
"<character character=\"${1|lynchpin,renna,renna-hub,scientist,squatter,informant,messenger|}\" mood=\"${2|grin,happy,sigh,angry,laugh|}\"/>"
]
},
"Dialogue: Talk": {
"scope": "xml",
"prefix": "talk",
"body": [
"<talk>$1</talk>"
]
}
Code: Select all
id: row.GetString("id"),
Code: Select all
id: row.GetString(nameof(id)),
Code: Select all
public static object FromRow(CsvRow row) {
return New(
id: row.GetString(nameof(id)),
name: row.GetString(nameof(name)),
description: row.GetString(nameof(description)),
distance: row.GetFloat(nameof(distance)),
spriteOffset: row.GetFloat(nameof(spriteOffset)),
comboTree: row.GetString(nameof(comboTree)),
sprite: row.GetAsset<Texture>(nameof(sprite)),
attackPower: row.GetFloat(nameof(attackPower)),
attackSpeed: row.GetFloat(nameof(attackSpeed)),
speedBetweenCombos: row.GetFloat(nameof(speedBetweenCombos)),
burnChance: row.GetFloat(nameof(burnChance)),
bleedChance: row.GetFloat(nameof(bleedChance)),
loadoutSlotTweaks: row.GetConEgg<LoadoutSlotTweaks>(nameof(loadoutSlotTweaks))
);
}
Code: Select all
id: row.GetString("id"),
Code: Select all
id: row.GetString(nameof(id)),
Code: Select all
public static object FromRow(CsvRow row) {
return New(
id: row.GetString(nameof(id)),
name: row.GetString(nameof(name)),
description: row.GetString(nameof(description)),
distance: row.GetFloat(nameof(distance)),
spriteOffset: row.GetFloat(nameof(spriteOffset)),
comboTree: row.GetString(nameof(comboTree)),
sprite: row.GetAsset<Texture>(nameof(sprite)),
attackPower: row.GetFloat(nameof(attackPower)),
attackSpeed: row.GetFloat(nameof(attackSpeed)),
speedBetweenCombos: row.GetFloat(nameof(speedBetweenCombos)),
burnChance: row.GetFloat(nameof(burnChance)),
bleedChance: row.GetFloat(nameof(bleedChance)),
loadoutSlotTweaks: row.GetConEgg<LoadoutSlotTweaks>(nameof(loadoutSlotTweaks))
);
}