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Cool file names on code blocks
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@ -49,7 +49,7 @@ If for whatever reason you want to set up a Unity project manually instead of us
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1. Start up a Unity 2019.4.39f1 project
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1. Start up a Unity 2019.4.39f1 project
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2. In the "Assets" folder in Unity, create a new folder called "Editor". In it create a file called "CreateAssetBundle.cs" with the following code in it:
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2. In the "Assets" folder in Unity, create a new folder called "Editor". In it create a file called "CreateAssetBundle.cs" with the following code in it:
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```cs
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```cs title="Editor/CreateAssetBundle.cs"
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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using System.IO;
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using System.IO;
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@ -31,7 +31,7 @@ A remote trigger is used to have an NPC talk to you from a distance; ex: Slate s
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Here's an example dialogue XML:
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Here's an example dialogue XML:
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```xml
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```xml title="ExampleDialogue.xml"
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<!-- Example Dialogue -->
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<!-- Example Dialogue -->
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<!-- All files must have `DialogueTree` as the root element, the xmlns:xsi=... and xsi:noNamespaceSchemaLocation=... is optional but provides improved error checking if your editor supports it -->
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<!-- All files must have `DialogueTree` as the root element, the xmlns:xsi=... and xsi:noNamespaceSchemaLocation=... is optional but provides improved error checking if your editor supports it -->
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<DialogueTree xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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<DialogueTree xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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@ -9,7 +9,7 @@ This guide will explain how to use the API to add new features to New Horizons.
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Addon developers will add a key to the `extras` object in the root of the config
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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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```json title="wetrock.json"
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{
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{
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"name": "Wetrock",
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"name": "Wetrock",
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"extras": {
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"extras": {
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@ -17,7 +17,7 @@ Here's an example heightmap of earth from the Real Solar System addon.
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```json
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```json title="cool_planet.json"
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{
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{
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"name": "My Cool Planet",
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"name": "My Cool Planet",
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"HeightMap": {
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"HeightMap": {
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@ -44,7 +44,7 @@ The following modules support variable sizing, meaning they can change scale ove
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To do this, simply specify a `curve` property on the module
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To do this, simply specify a `curve` property on the module
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```json
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```json title="cool_water_planet.json"
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{
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{
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"name": "My Cool Planet",
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"name": "My Cool Planet",
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"Water": {
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"Water": {
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@ -69,7 +69,7 @@ This makes the water on this planet shrink over the course of 22 minutes.
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In order to create a quantum planet, first create a normal planet. Then, create a second planet config with the same `name` as the first and `isQuantumState` set to `true`.
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In order to create a quantum planet, first create a normal planet. Then, create a second planet config with the same `name` as the first and `isQuantumState` set to `true`.
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This makes the second planet a quantum state of the first, anything you specify here will only apply when the planet is in this state.
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This makes the second planet a quantum state of the first, anything you specify here will only apply when the planet is in this state.
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```json
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```json title="cool_planet_sun_state.json"
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{
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{
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"name": "MyPlanet",
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"name": "MyPlanet",
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"Orbit": {
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"Orbit": {
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@ -79,7 +79,7 @@ This makes the second planet a quantum state of the first, anything you specify
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}
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}
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```
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```
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```json
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```json title="cool_planet_th_state.json"
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{
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{
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"name": "MyPlanet",
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"name": "MyPlanet",
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"isQuantumState": true,
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"isQuantumState": true,
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@ -94,7 +94,7 @@ This makes the second planet a quantum state of the first, anything you specify
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To create a binary system of planets (like ash twin and ember twin), first create a config with `FocalPoint` set
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To create a binary system of planets (like ash twin and ember twin), first create a config with `FocalPoint` set
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```json
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```json title="center.json"
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{
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{
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"name": "My Focal Point",
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"name": "My Focal Point",
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"Orbit": {
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"Orbit": {
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@ -110,7 +110,7 @@ To create a binary system of planets (like ash twin and ember twin), first creat
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Now in each config set the `primaryBody` to the focal point
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Now in each config set the `primaryBody` to the focal point
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```json
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```json title="a.json"
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{
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{
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"name": "Planet A",
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"name": "Planet A",
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"Orbit": {
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"Orbit": {
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@ -122,7 +122,7 @@ Now in each config set the `primaryBody` to the focal point
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}
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}
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```
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```
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```json
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```json title="b.json"
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{
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{
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"name": "Planet B",
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"name": "Planet B",
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"Orbit": {
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"Orbit": {
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@ -53,7 +53,7 @@ navigate to ShipLogManager.
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### Example File
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### Example File
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```xml
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```xml title="ExampleShipLog.xml"
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<!-- Example File -->
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<!-- Example File -->
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<!-- All files must have "AstroObjectEntry" as their root element, the xmlns:xsi=... and xsi:noNamespaceSchemaLocation=... is optional but heavily encouraged to reduce errors -->
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<!-- All files must have "AstroObjectEntry" as their root element, the xmlns:xsi=... and xsi:noNamespaceSchemaLocation=... is optional but heavily encouraged to reduce errors -->
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<AstroObjectEntry xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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<AstroObjectEntry xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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@ -13,7 +13,7 @@ The name of your star system config must be the same as the unique id used in th
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A star system config file will look something like this:
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A star system config file will look something like this:
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```json
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```json title="my_star_system.json"
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{
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{
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"$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/star_system_schema.json",
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"$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/star_system_schema.json",
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"travelAudio": "assets/Travel.mp3",
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"travelAudio": "assets/Travel.mp3",
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@ -11,7 +11,7 @@ In this folder you can put json files with the name of the language you want to
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Here's an example, for `russian.json`:
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Here's an example, for `russian.json`:
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```json
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```json title="russian.json"
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{
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{
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"$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/translation_schema.json",
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"$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/translation_schema.json",
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"DialogueDictionary": {
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"DialogueDictionary": {
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@ -9,7 +9,7 @@ Only some of the above modules are supported (currently) for existing planets. T
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You can also delete parts of an existing planet. Here's part of an example config which would delete the rising sand from Ember Twin:
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You can also delete parts of an existing planet. Here's part of an example config which would delete the rising sand from Ember Twin:
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```json
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```json title="ember_twin.json"
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{
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{
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"name": "Ember Twin",
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"name": "Ember Twin",
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"removeChildren": ["SandSphere_Rising"]
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"removeChildren": ["SandSphere_Rising"]
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@ -22,7 +22,7 @@ In `childrenToDestroy` you list the relative paths for the children of the plane
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You do this (but with the appropriate name) as its own config.
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You do this (but with the appropriate name) as its own config.
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```json
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```json title="ember_twin.json"
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{
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{
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"name": "Ember Twin",
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"name": "Ember Twin",
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"destroy": true
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"destroy": true
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@ -30,7 +30,7 @@ To get started, create a new file in this folder called `wetrock.json`, we'll ex
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Open this file in VSCode (you can do so by right-clicking the file and clicking "Open with Code")
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Open this file in VSCode (you can do so by right-clicking the file and clicking "Open with Code")
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Once in VSCode, paste this code into the file:
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Once in VSCode, paste this code into the file:
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```json
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```json title="wetrock.json"
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{
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{
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"name": "Wetrock",
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"name": "Wetrock",
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"$schema": "https://raw.githubusercontent.com/xen-42/outer-wilds-new-horizons/main/NewHorizons/Schemas/body_schema.json",
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"$schema": "https://raw.githubusercontent.com/xen-42/outer-wilds-new-horizons/main/NewHorizons/Schemas/body_schema.json",
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