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Fix spelling in README.md
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# ModExtraAssets
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A tool made specificly to make a proccess of loading custom assets way easier
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Highly recommended to be used for Unity Engine BepInEx plugins
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A tool made specifically to make the process of loading custom assets much easier.
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Highly recommended for use with Unity Engine BepInEx plugins.
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- Supports \*.zip files (Stable)
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- Supports *.vfp files (Recently released and highly untested, but proven to be mainly working)
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- Supports \*.zip files (Stable.)
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- Supports \*.vfp files (Recently released and highly untested but has been proven to work for the most part.)
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# Documentation
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This tool has a documentation outside GitHub, check it [here](https://sites.google.com/view/mea-docs/main)
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This tool has documentation outside GitHub. Check it [here](https://sites.google.com/view/mea-docs/main).
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# Supported file types
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ModExtraAssets can recognize some file extension to create a specific asset of type
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ModExtraAssets can recognize some file extensions to create a specific type of asset.
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| Extension | Zip Condition | Vfp Condition | Return type |
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| -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------- | ------------------------------ |
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| \*.png | None | None | UnityEngine.Texture2D |
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| \*.png | File name must contain !number at the end to define Sprite.pixelsPerUnit Value | File must contains a metadata pair **(Key: meaTexType, Value: sprite!{number to define Sprite.pixelsPerUnit Value})**. | UnityEngine.Sprite |
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| \*.png | File name must contain !c at the end to differentiate it from other \*.png files | File must contains a metadata pair **(Key: meaTexType, Value: cubemap)** | UnityEngine.Cubemap |
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| \*.png | File name must contain !sheet at the end to differentiate it from other \*.png files and also requires a [json file](https://sites.google.com/view/mea-docs/main/useful-information/loading-sprite-sheets) | File must contains a metadata pair **(Key: meaTexType, Value: sheet)**. Could use a separate json file or another metadata pair. Please [visit docs (step 5)](https://sites.google.com/view/mea-docs/main/useful-information/loading-sprite-sheets) for more information | Blayms.MEA.SpriteSheetMEA |
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| \*.png | File name must contain !number at the end to define Sprite.pixelsPerUnit value. | File must contain a metadata pair **(Key: meaTexType, Value: sprite!{number to define Sprite.pixelsPerUnit value})**. | UnityEngine.Sprite |
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| \*.png | File name must contain !c at the end to differentiate it from other \*.png files. | File must contain a metadata pair **(Key: meaTexType, Value: cubemap)**. | UnityEngine.Cubemap |
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| \*.png | File name must contain !sheet at the end to differentiate it from other \*.png files and must also include a [JSON file](https://sites.google.com/view/mea-docs/main/useful-information/loading-sprite-sheets). | File must contain a metadata pair **(Key: meaTexType, Value: sheet)**. It can use a separate JSON file or another metadata pair. Please [visit docs (step 5)](https://sites.google.com/view/mea-docs/main/useful-information/loading-sprite-sheets) for more information. | Blayms.MEA.SpriteSheetMEA |
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| \*.wav | None | None | UnityEngine.AudioClip |
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| \*.obj | None | None | UnityEngine.Mesh |
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| \*.json | [Referencing DLLs](https://sites.google.com/view/mea-docs/main/useful-information/json-tutorial) | [Referencing DLLs](https://sites.google.com/view/mea-docs/main/useful-information/json-tutorial) | Any _deserializable_ |
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| \*.json | [Referencing DLLs](https://sites.google.com/view/mea-docs/main/useful-information/json-tutorial) | [Referencing DLLs](https://sites.google.com/view/mea-docs/main/useful-information/json-tutorial) | Any deserializable type |
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| \*.txt or \*.text | None | None | System.String |
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| \*.dll | [\*.zip configuration](https://sites.google.com/view/mea-docs/main/useful-information/zip-configuration) | [\*.vfp configuration](https://sites.google.com/view/mea-docs/main/useful-information/vfp-configuration) | System.Reflection.Assembly |
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# A couple of code snippets
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# Couple of code snippets
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Example: Loading database with using a zip file [Newtonsoft.Json](https://www.newtonsoft.com/json) library
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Example: Loading database using a zip file with [Newtonsoft.Json](https://www.newtonsoft.com/json) library
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MEAZipLoadingProcedure proc = Blayms.MEA.ModExtraAssets.CreateLoadingProcedure<MEAZipLoadingProcedure>(@"D:\mycoolpluginfolder\myCoolZip.zip", this,
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(string json, Type type, object[] extraData) =>
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{
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return JsonConvert.DeserializeObject(json, type, (JsonSerializerSettings)extraData[0]);
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}, new object[]{MyCoolClass.GetJsonSerializerSettingsFor<LocalizationData>()});
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return JsonConvert.DeserializeObject(json, type, (JsonSerializerSettings)extraData[0]);
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}, new object[]{MyCoolClass.GetJsonSerializerSettingsFor<LocalizationData>()});
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proc.Initiate();
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Example: Do stuff after all asset are finished to load from \*.zip
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Example: Perform actions after all assets have finished loading from a \*.zip file
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// CREATE THE PROCEDURE
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MEAZipLoadingProcedure meaZipLoadingProcedure = ModExtraAssets.CreateLoadingProcedure<MEAZipLoadingProcedure>
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=> JsonConvert.DeserializeObject(json, type, Class.MyJsonSerializerSettings(type)), null);
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meaZipLoadingProcedure.onLoadingResultDefined +=
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delegate (MEAZipLoadingProcedure.LoadingResult loadingResult) // SUB TO EVENT
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delegate (MEAZipLoadingProcedure.LoadingResult loadingResult) // Subscribe to the event
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{
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if(loadingResult == MEAZipLoadingProcedure.LoadingResult.Success)
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{
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//CODE
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// CODE
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}
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};
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meaZipLoadingProcedure.Initiate(); // START LOADING ASSETS
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# Credits
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This tool was made by [Blayms](https://blayms.github.io/about-me/) and uses some utils found online, such as:
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This tool was made by [Blayms](https://blayms.github.io/about-me/) and uses some utilities found online, such as:
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- [ICSharpCode.SharpZipLib](https://github.com/icsharpcode/SharpZipLib)
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- [deadlyfingers/UnityWav](https://github.com/deadlyfingers/UnityWav)
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- [Dummiesman/ObjLoader](https://github.com/PhalanxHead/UnityRuntimeOBJLoaderDocs)
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