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5 changed files with 19 additions and 22 deletions

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@ -7,14 +7,14 @@ 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 {
public class CustomTable : 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) {
public CustomTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
this.TestValue = Furniture.Random.NextSingle();
}

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@ -20,7 +20,7 @@ public class ExampleMod : Mod {
// the logger that we can use to log info about this mod
public static Logger Logger { get; private set; }
public static ExampleModOptions Options { get; private set; }
public static ModOptions Options { get; private set; }
public static EmotionModifier GrassSittingModifier { get; private set; }
@ -40,7 +40,7 @@ public class ExampleMod : Mod {
FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
// specify the type that should be constructed when this furniture type is placed
// if this is not specified, the Furniture class is used, which is used for furniture without special animations or data
ConstructedType = typeof(ExampleModTable),
ConstructedType = typeof(CustomTable),
// specifying icons for custom clothes and furniture is optional, but using the mod's icon helps users recognize a mod's features
Icon = this.Icon,
// allow chairs and plates to be slotted into and onto the table
@ -71,7 +71,7 @@ public class ExampleMod : Mod {
};
// adding a simple action: sitting down in the grass, which also gives us a nice emotion modifier
ActionType.Register(new ActionType.TypeSettings("ExampleMod.SitOnGrass", ObjectCategory.Ground, typeof(ExampleModGrassSitAction)) {
ActionType.Register(new ActionType.TypeSettings("ExampleMod.SitOnGrass", ObjectCategory.Ground, typeof(SitDownOnGrassAction)) {
// we set this action to be executable only on grass tiles, not on other ground
CanExecute = (actionInfo, _) => {
if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint()))
@ -102,7 +102,7 @@ public class ExampleMod : Mod {
public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
ExampleMod.Logger = logger;
ExampleMod.Options = info.LoadOptions(() => new ExampleModOptions());
ExampleMod.Options = info.LoadOptions(() => new ModOptions());
// loads a texture atlas with the given amount of separate texture regions in the x and y axes
// 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 @@
namespace ExampleMod;
// these options are saved and loaded in ExampleMod
public class ExampleModOptions {
public class ModOptions {
public float DarkShirtSpeedIncrease = 2;

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@ -10,9 +10,9 @@ namespace ExampleMod;
// we use a multi action because we want to walk to the location, and then execute the main sitting part
// see CustomTable for information on how to store custom action-specific information to disk as well
public class ExampleModGrassSitAction : MultiAction {
public class SitDownOnGrassAction : MultiAction {
public ExampleModGrassSitAction(ActionType type, ActionInfo info) : base(type, info) {}
public SitDownOnGrassAction(ActionType type, ActionInfo info) : base(type, info) {}
protected override IEnumerable<Action> CreateFirstActions() {
// we want to walk to the location clicked, so we use the current action info

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@ -7,28 +7,25 @@ var config = Argument("configuration", "Release");
var tinyLifeDir = $"{Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData)}/Tiny Life";
Task("Clean").Does(() => {
EnsureDirectoryDoesNotExist($"bin/{config}");
EnsureDirectoryDoesNotExist($"{tinyLifeDir}/Mods/_Dev");
});
Task("Build").DoesForEach(GetFiles("**/*.csproj"), p => {
DotNetBuild(p.FullPath, new DotNetBuildSettings {
Configuration = config
});
DeleteFiles($"bin/{config}/**/*");
DotNetBuild(p.FullPath, new DotNetBuildSettings { Configuration = config });
});
Task("CopyToMods").IsDependentOn("Build").Does(() => {
var dir = $"{tinyLifeDir}/Mods/_Dev";
EnsureDirectoryExists(dir);
var dir = $"{tinyLifeDir}/Mods";
CreateDirectory(dir);
var files = GetFiles($"bin/{config}/net*/**/*");
CopyFiles(files, dir, true);
});
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") {
var exeDir = $"{tinyLifeDir}/GameDir";
if (!FileExists(exeDir))
throw new Exception("Didn't find game directory information. Run the game manually at least once to allow the Run task to be executed.");
var exe = $"{System.IO.File.ReadAllText(exeDir)}/Tiny Life";
var process = Process.Start(new ProcessStartInfo(exe) {
Arguments = "-v --skip-splash --skip-preloads",
CreateNoWindow = true
});