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10 changed files with 127 additions and 145 deletions
4
.gitignore
vendored
4
.gitignore
vendored
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@ -1,4 +1,6 @@
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bin/
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obj/
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/packages/
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.idea
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.idea/
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.vs/
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.vscode/
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@ -1,7 +1,8 @@
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{
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"BuildMode": {
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"ExampleMod.CustomTable": "Custom Table",
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"ExampleMod.CrossedWallpaper": "Crossed Wallpaper"
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"ExampleMod.CrossedWallpaper": "Crossed Wallpaper",
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"ExampleMod.CustomTile": "Custom Tile"
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},
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"Clothes": {
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"ExampleMod.DarkShirt": "Dark Shirt",
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BIN
Content/ExampleMod/Tiles.png
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BIN
Content/ExampleMod/Tiles.png
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Binary file not shown.
After Width: | Height: | Size: 535 B |
126
ExampleMod.cs
126
ExampleMod.cs
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@ -1,6 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Serialization;
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using ExtremelySimpleLogger;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Data;
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using MLEM.Data.Content;
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using MLEM.Textures;
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@ -13,6 +17,7 @@ using TinyLife.Mods;
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using TinyLife.Objects;
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using TinyLife.Utilities;
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using TinyLife.World;
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using Action = TinyLife.Actions.Action;
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namespace ExampleMod;
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@ -20,7 +25,7 @@ public class ExampleMod : Mod {
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// the logger that we can use to log info about this mod
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public static Logger Logger { get; private set; }
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public static ExampleModOptions Options { get; private set; }
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public static ExampleOptions Options { get; private set; }
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public static EmotionModifier GrassSittingModifier { get; private set; }
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@ -28,19 +33,38 @@ public class ExampleMod : Mod {
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public override string Name => "Example Mod";
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public override string Description => "This is the example mod for Tiny Life!";
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public override TextureRegion Icon => this.uiTextures[new Point(0, 0)];
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public override string IssueTrackerUrl => "https://github.com/Ellpeck/TinyLifeExampleMod/issues";
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public override string TestedVersionRange => "[0.44.0,0.44.1]";
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private Dictionary<Point, TextureRegion> customTops;
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private Dictionary<Point, TextureRegion> customHairs;
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private Dictionary<Point, TextureRegion> customBottoms;
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private Dictionary<Point, TextureRegion> uiTextures;
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private Dictionary<Point, TextureRegion> wallpaperTextures;
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private Dictionary<Point, TextureRegion> tileTextures;
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
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ExampleMod.Logger = logger;
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ExampleMod.Options = info.LoadOptions(() => new ExampleOptions());
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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// additionally, we pad all texture regions by 1 pixel, so that rounding errors during rendering don't cause visual artifacts
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomTops"), 4, 11), r => this.customTops = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomHairs"), 4, 5), r => this.customHairs = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("UiTextures"), 8, 8), r => this.uiTextures = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("Tiles"), 4, 2), r => this.tileTextures = r, 1, true);
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// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
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WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
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}
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public override void AddGameContent(GameImpl game, ModInfo info) {
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// adding a custom furniture item
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FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
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// specify the type that should be constructed when this furniture type is placed
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// if this is not specified, the Furniture class is used, which is used for furniture without special animations or data
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ConstructedType = typeof(ExampleModTable),
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ConstructedType = typeof(ExampleTable),
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// specifying icons for custom clothes and furniture is optional, but using the mod's icon helps users recognize a mod's features
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Icon = this.Icon,
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// allow chairs and plates to be slotted into and onto the table
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@ -56,15 +80,18 @@ public class ExampleMod : Mod {
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100,
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// the clothes item's use cases
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ClothesIntention.Everyday | ClothesIntention.Workout,
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// the clothes item's style preferences, which influence randomly generated tinies slightly
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// neutral style preferences have the same chance to be picked for all tinies, others have a 25% chance for mismatched preferences
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StylePreference.Neutral,
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// the clothes item's color scheme
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// if the item should have multiple layers, multiple color schemes can be supplied here (see docs above)
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ColorScheme.WarmDark
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) {Icon = this.Icon};
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Clothes.Register(darkShirt);
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// adding some more custom clothing
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Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms, new Point(4, 0), 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms, new Point(0, 0), 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs, new Point(0, 0), 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms, new Point(4, 0), 100, ClothesIntention.Everyday, StylePreference.Neutral, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms, new Point(0, 0), 100, ClothesIntention.Everyday, StylePreference.Neutral, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs, new Point(0, 0), 0, ClothesIntention.None, StylePreference.Neutral, ColorScheme.Modern) {Icon = this.Icon});
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// adding an event subscription to people
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MapObject.OnEventsAttachable += o => {
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@ -78,12 +105,12 @@ public class ExampleMod : Mod {
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};
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// adding a simple action: sitting down in the grass, which also gives us a nice emotion modifier
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ActionType.Register(new ActionType.TypeSettings("ExampleMod.SitOnGrass", ObjectCategory.Ground, typeof(ExampleModGrassSitAction)) {
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ActionType.Register(new ActionType.TypeSettings("ExampleMod.SitOnGrass", ObjectCategory.Ground, typeof(ExampleGrassSitAction)) {
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// we set this action to be executable only on grass tiles, not on other ground
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CanExecute = (actionInfo, _) => {
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if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint()))
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if (!actionInfo.GoalMap.IsInBounds(actionInfo.ActionLocation.ToPoint()))
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return CanExecuteResult.Hidden;
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var tile = actionInfo.Map.GetTile(actionInfo.ActionLocation.ToPoint());
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var tile = actionInfo.GoalMap.GetTile(actionInfo.ActionLocation.ToPoint(), (int) actionInfo.ActionFloor);
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// hidden means the action won't be displayed in the ring menu, Valid means the player (or AI) is able to enqueue and execute it
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return tile.Name.StartsWith("Grass") ? CanExecuteResult.Valid : CanExecuteResult.Hidden;
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},
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@ -91,7 +118,7 @@ public class ExampleMod : Mod {
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// we allow the action to be done even if the solved needs aren't low enough on a person
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CanDoRandomly = true,
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// the solved needs indicate when the AI should mark this action as important, they don't actually have to match the action's behavior
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SolvedNeeds = new[] {NeedType.Energy},
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SolvedNeeds = [NeedType.Energy],
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// make people more likely to sit down in the grass if they're uncomfortable
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PassivePriority = p => p.Emotion == EmotionType.Uncomfortable ? 150 : 25
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},
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@ -105,21 +132,9 @@ public class ExampleMod : Mod {
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// adding a custom wallpaper (we're using the top left texture region, which is why we pass 0, 0 as the texture coordinate)
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Wallpaper.Register("ExampleMod.CrossedWallpaper", 15, this.wallpaperTextures, new Point(0, 0), ColorScheme.Modern, this.Icon);
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}
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
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ExampleMod.Logger = logger;
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ExampleMod.Options = info.LoadOptions(() => new ExampleModOptions());
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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// additionally, we pad all texture regions by 1 pixel, so that rounding errors during rendering don't cause visual artifacts
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomTops"), 4, 11), r => this.customTops = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomHairs"), 4, 5), r => this.customHairs = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r, 1, true);
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("UiTextures"), 8, 8), r => this.uiTextures = r, 1, true);
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// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
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WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
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// adding a custom tile
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Tile.Register("ExampleMod.CustomTile", 8, this.tileTextures, new Point(0, 0), ColorScheme.Bricks, icon: this.Icon);
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}
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public override IEnumerable<string> GetCustomFurnitureTextures(ModInfo info) {
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@ -137,11 +152,68 @@ public class ExampleMod : Mod {
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group.AddChild(new Paragraph(Anchor.AutoLeft, 1, _ => $"{Localization.Get(LnCategory.Ui, "ExampleMod.DarkShirtSpeedOption")}: {ExampleMod.Options.DarkShirtSpeedIncrease}"));
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group.AddChild(new Slider(Anchor.AutoLeft, new Vector2(1, 10), 5, 5) {
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CurrentValue = ExampleMod.Options.DarkShirtSpeedIncrease,
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OnValueChanged = (_, v) => {
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ExampleMod.Options.DarkShirtSpeedIncrease = v;
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info.SaveOptions(ExampleMod.Options);
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}
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OnValueChanged = (_, v) => ExampleMod.Options.DarkShirtSpeedIncrease = v
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});
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group.OnRemovedFromUi += _ => info.SaveOptions(ExampleMod.Options);
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}
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}
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// these options are saved and loaded in ExampleMod
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public class ExampleOptions {
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public float DarkShirtSpeedIncrease = 2;
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}
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// we use a multi action because we want to walk to the location, and then execute the main sitting part
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// see ExampleTable for information on how to store custom action-specific information to disk as well
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public class ExampleGrassSitAction : MultiAction {
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public ExampleGrassSitAction(ActionType type, ActionInfo info) : base(type, info) {}
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protected override IEnumerable<Action> CreateFirstActions() {
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// we want to walk to the location clicked, so we use the current action info
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yield return ActionType.GoHere.Construct<Action>(this.Info);
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}
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protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier) {
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base.AndThenUpdate(time, passedInGame, speedMultiplier);
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// set our person to look like they're sitting on the ground
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this.Person.CurrentPose = Pose.SittingGround;
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// restore need and lower emotions
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this.Person.RestoreNeed(NeedType.Energy, 0.5F, this.Info, speedMultiplier);
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this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speedMultiplier);
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}
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protected override CompletionType AndThenIsCompleted() {
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// we want to complete our action once 10 minutes of sitting time have passed
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return this.CompleteIfTimeUp(TimeSpan.FromMinutes(10));
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}
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protected override void AndThenOnCompleted(CompletionType type) {
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base.AndThenOnCompleted(type);
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// this method is called when the action completes in any way, even if it fails
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if (type == CompletionType.Completed) {
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// once we're finished sitting, we want to get a nice emotion modifier for it
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this.Person.AddEmotion(ExampleMod.GrassSittingModifier, 2, TimeSpan.FromHours(1), this.Type);
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}
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}
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}
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// note that having a custom class for a furniture item like this is entirely optional
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// but it allows for additional functionalities as displayed in this example
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public class ExampleTable : Furniture {
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// anything whose base classes have the DataContract attribute automatically gets saved and loaded to and from disk
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// this means that you can add custom DataMember members to have them saved and loaded
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[DataMember]
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public float TestValue;
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public ExampleTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos, float floor) : base(id, type, colors, map, pos, floor) {
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this.TestValue = Furniture.Random.NextSingle();
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}
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}
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@ -1,19 +1,21 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net7.0</TargetFramework>
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<TargetFramework>net8.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="TinyLifeApi" Version="0.31.4" />
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<PackageReference Include="TinyLife.ApiReference" Version="0.44.1" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.5" />
|
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<PackageReference Include="Lib.Harmony" Version="2.2.1" />
|
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<PackageReference Include="MLEM.Data" Version="6.1.0" />
|
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<PackageReference Include="MLEM.Extended" Version="6.1.0" />
|
||||
<PackageReference Include="MLEM.Startup" Version="6.1.0" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.263" />
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.2.1105" />
|
||||
<PackageReference Include="Lib.Harmony" Version="2.3.3" />
|
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<PackageReference Include="ExtremelySimpleLogger" Version="1.4.1" />
|
||||
<PackageReference Include="MLEM.Data" Version="7.1.1" />
|
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<PackageReference Include="MLEM.Extended" Version="7.1.1" />
|
||||
<PackageReference Include="MLEM.Startup" Version="7.1.1" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
|
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<PackageReference Include="DynamicEnums" Version="2.0.0" />
|
||||
<PackageReference Include="Coroutine" Version="2.1.5" />
|
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</ItemGroup>
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||||
|
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<ItemGroup>
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|
|
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@ -1,55 +0,0 @@
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using System;
|
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using System.Collections.Generic;
|
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using TinyLife;
|
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using TinyLife.Actions;
|
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using TinyLife.Emotions;
|
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using TinyLife.Objects;
|
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using Action = TinyLife.Actions.Action;
|
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|
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namespace ExampleMod;
|
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|
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// we use a multi action because we want to walk to the location, and then execute the main sitting part
|
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// see CustomTable for information on how to store custom action-specific information to disk as well
|
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public class ExampleModGrassSitAction : MultiAction {
|
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public ExampleModGrassSitAction(ActionType type, ActionInfo info) : base(type, info) {}
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protected override IEnumerable<Action> CreateFirstActions() {
|
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// we want to walk to the location clicked, so we use the current action info
|
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yield return ActionType.GoHere.Construct<Action>(this.Info);
|
||||
|
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// if multiple things should be done before starting this action, they can all be returned here
|
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}
|
||||
|
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protected override void AndThenInitialize() {
|
||||
// this is called when the main action starts (after going to the location, in our case)
|
||||
// but we don't need to do anything here for our action
|
||||
}
|
||||
|
||||
protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier) {
|
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base.AndThenUpdate(time, passedInGame, speedMultiplier);
|
||||
// this method gets called every update frame while the action is active
|
||||
|
||||
// set our person to look like they're sitting on the ground
|
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this.Person.CurrentPose = Pose.SittingGround;
|
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|
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// restore need and lower emotions
|
||||
this.Person.RestoreNeed(NeedType.Energy, 0.5F, this.Info, speedMultiplier);
|
||||
this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speedMultiplier);
|
||||
}
|
||||
|
||||
protected override CompletionType AndThenIsCompleted() {
|
||||
// we want to complete our action once 10 minutes of sitting time have passed
|
||||
return this.CompleteIfTimeUp(TimeSpan.FromMinutes(10));
|
||||
}
|
||||
|
||||
protected override void AndThenOnCompleted(CompletionType type) {
|
||||
base.AndThenOnCompleted(type);
|
||||
// this method is called when the action completes in any way, even if it fails
|
||||
if (type == CompletionType.Completed) {
|
||||
// once we're finished sitting, we want to get a nice emotion modifier for it
|
||||
this.Person.AddEmotion(ExampleMod.GrassSittingModifier, 2, TimeSpan.FromHours(1), this.Type);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
namespace ExampleMod;
|
||||
|
||||
// these options are saved and loaded in ExampleMod
|
||||
public class ExampleModOptions {
|
||||
|
||||
public float DarkShirtSpeedIncrease = 2;
|
||||
|
||||
}
|
|
@ -1,37 +0,0 @@
|
|||
using System;
|
||||
using System.Runtime.Serialization;
|
||||
using TinyLife.Objects;
|
||||
using TinyLife.World;
|
||||
|
||||
namespace ExampleMod;
|
||||
|
||||
// note that having a custom class for a furniture item like this is entirely optional
|
||||
// but it allows for additional functionalities as displayed in this example
|
||||
public class ExampleModTable : Furniture {
|
||||
|
||||
// anything whose base classes have the DataContract attribute automatically gets saved and loaded to and from disk
|
||||
// this means that you can add custom DataMember members to have them saved and loaded
|
||||
[DataMember]
|
||||
public float TestValue;
|
||||
|
||||
public ExampleModTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
|
||||
this.TestValue = Furniture.Random.NextSingle();
|
||||
}
|
||||
|
||||
public override void OnAdded() {
|
||||
base.OnAdded();
|
||||
ExampleMod.Logger.Info("The custom table was added at " + this.Position);
|
||||
}
|
||||
|
||||
public override void OnRemoved() {
|
||||
base.OnRemoved();
|
||||
ExampleMod.Logger.Info("The custom table was removed from " + this.Position);
|
||||
}
|
||||
|
||||
// validate is called when this object is loaded from disk
|
||||
// returning false causes the object to be marked as invalid and removed
|
||||
public override bool Validate() {
|
||||
return base.Validate() && this.TestValue <= 1;
|
||||
}
|
||||
|
||||
}
|
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19
build.cake
19
build.cake
|
@ -4,6 +4,7 @@ using System.Threading;
|
|||
|
||||
var target = Argument("target", "Run");
|
||||
var config = Argument("configuration", "Release");
|
||||
var args = Argument("args", "");
|
||||
|
||||
var tinyLifeDir = $"{Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData)}/Tiny Life";
|
||||
|
||||
|
@ -29,12 +30,16 @@ Task("Run").IsDependentOn("CopyToMods").Does(() => {
|
|||
// start the tiny life process
|
||||
var exeDir = System.IO.File.ReadAllText($"{tinyLifeDir}/GameDir");
|
||||
var process = Process.Start(new ProcessStartInfo($"{exeDir}/Tiny Life") {
|
||||
Arguments = "-v --skip-splash --skip-preloads --debug-saves",
|
||||
CreateNoWindow = true
|
||||
Arguments = $"-v --skip-splash --skip-preloads --debug-saves --ansi {args}",
|
||||
RedirectStandardOutput = true,
|
||||
RedirectStandardError = true
|
||||
});
|
||||
// make sure the output buffers (which we ignore) don't fill up
|
||||
process.BeginOutputReadLine();
|
||||
process.BeginErrorReadLine();
|
||||
|
||||
// we wait a bit to make sure the process has generated a new log file, bleh
|
||||
Thread.Sleep(3000);
|
||||
// we wait a bit to make sure the process has generated a new log file
|
||||
Thread.Sleep(1000);
|
||||
|
||||
// attach to the newest log file
|
||||
var logsDir = $"{tinyLifeDir}/Logs";
|
||||
|
@ -44,12 +49,12 @@ Task("Run").IsDependentOn("CopyToMods").Does(() => {
|
|||
using (var reader = new StreamReader(stream)) {
|
||||
var lastPos = 0L;
|
||||
do {
|
||||
if (reader.BaseStream.Length > lastPos) {
|
||||
reader.BaseStream.Seek(lastPos, SeekOrigin.Begin);
|
||||
if (stream.Length > lastPos) {
|
||||
stream.Seek(lastPos, SeekOrigin.Begin);
|
||||
string line;
|
||||
while ((line = reader.ReadLine()) != null)
|
||||
Information(line);
|
||||
lastPos = reader.BaseStream.Position;
|
||||
lastPos = stream.Position;
|
||||
}
|
||||
Thread.Sleep(10);
|
||||
} while (!process.HasExited);
|
||||
|
|
Loading…
Reference in a new issue