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Updated Docs
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@ -9,21 +9,94 @@ First create the following interface in your mod:
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```cs
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public interface INewHorizons
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{
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void LoadConfigs(IModBehaviour mod);
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{
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[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
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void Create(Dictionary<string, object> config);
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GameObject GetPlanet(string name);
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[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
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void Create(Dictionary<string, object> config, IModBehaviour mod);
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string GetCurrentStarSystem();
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/// <summary>
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/// Will load all configs in the regular folders (planets, systems, translations, etc) for this mod.
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/// The NH addon config template is just a single call to this API method.
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/// </summary>
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void LoadConfigs(IModBehaviour mod);
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UnityEvent<string> GetChangeStarSystemEvent();
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/// <summary>
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/// Retrieve the root GameObject of a custom planet made by creating configs.
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/// Will only work if the planet has been created (see GetStarSystemLoadedEvent)
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/// </summary>
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GameObject GetPlanet(string name);
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UnityEvent<string> GetStarSystemLoadedEvent();
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/// <summary>
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/// The name of the current star system loaded.
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/// </summary>
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string GetCurrentStarSystem();
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GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles, float scale, bool alignWithNormal);
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/// <summary>
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/// An event invoked when the player begins loading the new star system, before the scene starts to load.
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/// Gives the name of the star system being switched to.
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/// </summary>
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UnityEvent<string> GetChangeStarSystemEvent();
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string[] GetInstalledAddons();
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}
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/// <summary>
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/// An event invoked when NH has finished generating all planets for a new star system.
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/// Gives the name of the star system that was just loaded.
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/// </summary>
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UnityEvent<string> GetStarSystemLoadedEvent();
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/// <summary>
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/// An event invoked when NH has finished a planet for a star system.
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/// Gives the name of the planet that was just loaded.
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/// </summary>
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UnityEvent<string> GetBodyLoadedEvent();
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/// <summary>
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/// Gets an object in the `extras` object of a config, returns null if the key doesn't exist
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/// </summary>
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object GetExtraModule(Type moduleType, string extrasModuleName, string planetName);
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/// <summary>
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/// Allows you to overwrite the default system. This is where the player is respawned after dying.
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/// </summary>
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bool SetDefaultSystem(string name);
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/// <summary>
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/// Allows you to instantly begin a warp to a new star system.
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/// Will return false if that system does not exist (cannot be warped to).
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/// </summary>
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bool ChangeCurrentStarSystem(string name);
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/// <summary>
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/// Returns the uniqueIDs of each installed NH addon.
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/// </summary>
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string[] GetInstalledAddons();
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/// <summary>
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/// Allows you to spawn a copy of a prop by specifying its path.
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/// This is the same as using Props->details in a config, but also returns the spawned gameObject to you.
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/// </summary>
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GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles,
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float scale, bool alignWithNormal);
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/// <summary>
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/// Allows you to spawn an AudioSignal on a planet.
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/// This is the same as using Props->signals in a config, but also returns the spawned AudioSignal to you.
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/// This method will not set its position. You will have to do that with the returned object.
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/// </summary>
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AudioSignal SpawnSignal(IModBehaviour mod, GameObject root, string audio, string name, string frequency,
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float sourceRadius = 1f, float detectionRadius = 20f, float identificationRadius = 10f, bool insideCloak = false,
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bool onlyAudibleToScope = true, string reveals = "");
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/// <summary>
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/// Allows you to spawn character dialogue on a planet. Also returns the RemoteDialogueTrigger if remoteTriggerRadius is specified.
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/// This is the same as using Props->dialogue in a config, but also returns the spawned game objects to you.
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/// This method will not set the position of the dialogue or remote trigger. You will have to do that with the returned objects.
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/// </summary>
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(CharacterDialogueTree, RemoteDialogueTrigger) SpawnDialogue(IModBehaviour mod, GameObject root, string xmlFile, float radius = 1f,
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float range = 1f, string blockAfterPersistentCondition = null, float lookAtRadius = 1f, string pathToAnimController = null,
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float remoteTriggerRadius = 0f);
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}
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```
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In your main `ModBehaviour` class you can get the NewHorizons API like so:
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65
docs/content/pages/tutorials/extending.md
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65
docs/content/pages/tutorials/extending.md
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@ -0,0 +1,65 @@
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---
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Title: Extending Configs
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Description: A guide on extending config files with the New Horizons API
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Sort_Priority: 5
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---
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<!-- TODO: When I do systems, some methods will probably be renamed so make sure to update this tutorial -->
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# Extending Configs
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This guide will explain how to use the API to add new features to New Horizons.
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## How Extending Works
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Addon developers will add a key to the `extras` object in the root of the config
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```json
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{
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"name": "Wetrock",
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"extras": {
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"myCoolExtensionData": {
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"myCoolExtensionProperty": 2
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}
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}
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}
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```
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Your mod will then use the API's `GetExtraModule` method to obtain the `myCoolExtensionData` object.
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## Extending Planets
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You can extend all planets by hooking into the `OnBodyLoaded` event of the API:
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```cs
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var api = ModHelper.Interactions.TryGetModApi<INewHorizons>("xen.NewHorizons");
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api.GetBodyLoadedEvent().AddListener((name) => {
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ModHelper.Console.WriteLine($"Body: {name} Loaded!");
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});
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```
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In order to get your extra module, first define the module as a class:
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```cs
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public class MyCoolExtensionData {
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int myCoolExtensionProperty;
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}
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```
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Then, use the `GetExtraModule` method:
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```cs
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var api = ModHelper.Interactions.TryGetModApi<INewHorizons>("xen.NewHorizons");
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api.GetBodyLoadedEvent().AddListener((name) => {
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ModHelper.Console.WriteLine($"Body: {name} Loaded!");
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var potentialData = api.GetExtraModule(typeof(MyCoolExtensionData), "myCoolExtensionData", name);
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// Makes sure the module is valid and not null
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if (potentialData is MyCoolExtensionData data) {
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ModHelper.Console.WriteLine($"myCoolExtensionProperty for {name} is {data.myCoolExtensionProperty}!");
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}
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});
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```
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## Extending Systems
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<!-- TODO -->
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