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260d3437ab
5 changed files with 19 additions and 22 deletions
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@ -6,15 +6,15 @@ using TinyLife.World;
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namespace ExampleMod;
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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 ExampleModTable : Furniture {
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// but it allows for additional functionalities as displayed in this example
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public class CustomTable : 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 ExampleModTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
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public CustomTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
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this.TestValue = Furniture.Random.NextSingle();
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}
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@ -20,7 +20,7 @@ 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 ModOptions Options { get; private set; }
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public static EmotionModifier GrassSittingModifier { get; private set; }
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@ -40,7 +40,7 @@ public class ExampleMod : Mod {
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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(CustomTable),
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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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@ -71,7 +71,7 @@ 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(SitDownOnGrassAction)) {
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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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@ -102,7 +102,7 @@ public class ExampleMod : Mod {
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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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ExampleMod.Options = info.LoadOptions(() => new ModOptions());
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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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@ -1,7 +1,7 @@
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namespace ExampleMod;
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// these options are saved and loaded in ExampleMod
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public class ExampleModOptions {
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public class ModOptions {
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public float DarkShirtSpeedIncrease = 2;
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@ -10,9 +10,9 @@ namespace ExampleMod;
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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 class SitDownOnGrassAction : MultiAction {
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public ExampleModGrassSitAction(ActionType type, ActionInfo info) : base(type, info) {}
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public SitDownOnGrassAction(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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21
build.cake
21
build.cake
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@ -7,28 +7,25 @@ var config = Argument("configuration", "Release");
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var tinyLifeDir = $"{Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData)}/Tiny Life";
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Task("Clean").Does(() => {
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EnsureDirectoryDoesNotExist($"bin/{config}");
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EnsureDirectoryDoesNotExist($"{tinyLifeDir}/Mods/_Dev");
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});
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Task("Build").DoesForEach(GetFiles("**/*.csproj"), p => {
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DotNetBuild(p.FullPath, new DotNetBuildSettings {
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Configuration = config
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});
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DeleteFiles($"bin/{config}/**/*");
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DotNetBuild(p.FullPath, new DotNetBuildSettings { Configuration = config });
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});
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Task("CopyToMods").IsDependentOn("Build").Does(() => {
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var dir = $"{tinyLifeDir}/Mods/_Dev";
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EnsureDirectoryExists(dir);
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var dir = $"{tinyLifeDir}/Mods";
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CreateDirectory(dir);
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var files = GetFiles($"bin/{config}/net*/**/*");
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CopyFiles(files, dir, true);
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});
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Task("Run").IsDependentOn("CopyToMods").Does(() => {
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// start the tiny life process
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var exeDir = System.IO.File.ReadAllText($"{tinyLifeDir}/GameDir");
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var process = Process.Start(new ProcessStartInfo($"{exeDir}/Tiny Life") {
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var exeDir = $"{tinyLifeDir}/GameDir";
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if (!FileExists(exeDir))
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throw new Exception("Didn't find game directory information. Run the game manually at least once to allow the Run task to be executed.");
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var exe = $"{System.IO.File.ReadAllText(exeDir)}/Tiny Life";
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var process = Process.Start(new ProcessStartInfo(exe) {
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Arguments = "-v --skip-splash --skip-preloads",
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CreateNoWindow = true
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});
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