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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
88 lines
4.1 KiB
C#
88 lines
4.1 KiB
C#
using OWML.Common;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace NewHorizons
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{
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public interface INewHorizons
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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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[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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/// <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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/// <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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/// <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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/// <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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/// <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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/// 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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