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MyMod.cs

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Sep 19th, 2018
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  1. using MSCLoader;
  2. using UnityEngine;
  3.  
  4. namespace MyMod
  5. {
  6.     public class MyMod: Mod
  7.     {
  8.         public override string ID { get { return "MyMod"; } }
  9.         public override string Name { get { return "MyMod"; } }
  10.         public override string Author { get { return "Author"; } }
  11.         public override string Version { get { return "0.11"; } }
  12.  
  13.         public override bool UseAssetsFolder => true;
  14.  
  15.         private AssetBundle bundle;
  16.  
  17.         private GameObject ccpanel;
  18.         private GameObject steer;
  19.  
  20.         //Called when mod is loading
  21.         public override void OnLoad()
  22.         {
  23.             Print(Name + " v" + Version + " activated.");
  24.  
  25.             bundle = LoadAssets.LoadBundle(this, "ccassets.unity3d");
  26.             ccpanel = bundle.LoadAsset("ccobject.prefab") as GameObject;
  27.             steer = GameObject.Find("stock steering wheel(Clone)");
  28.  
  29.             ccpanel = GameObject.Instantiate(ccpanel);
  30.             ccpanel.transform.SetParent(steer.transform, false);
  31.  
  32.             ccpanel.transform.localPosition = new Vector3(0f, 0.2f, 0f);
  33.             ccpanel.transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
  34.             ccpanel.transform.localScale = new Vector3(1f, 1f, 1f);
  35.  
  36.             Print("Replaced and resized Object!");
  37.            
  38.             bundle.Unload(false);
  39.         }
  40.  
  41.         // Update is called once per frame
  42.         public override void Update()
  43.         {
  44.            
  45.         }
  46.  
  47.         private void Print(string msg)
  48.         {
  49.             ModConsole.Print("[" + ID + "] " + msg);
  50.         }
  51.     }
  52. }
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