new-horizons/NewHorizons/INewHorizons.cs
2023-07-21 11:54:52 -04:00

126 lines
6.0 KiB
C#

using OWML.Common;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using UnityEngine;
using UnityEngine.Events;
namespace NewHorizons
{
public interface INewHorizons
{
[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
void Create(Dictionary<string, object> config);
[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
void Create(Dictionary<string, object> config, IModBehaviour mod);
/// <summary>
/// Directly add ship logs from XML. Call this method right before ShipLogManager awake.
/// </summary>
/// <param name="mod">The mod this method is being called from. This is required for loading files.</param>
/// <param name="xml">The ship log xml contents</param>
/// <param name="planetName">The planet that these ship logs correspond to in the map mode</param>
/// <param name="imageFolder">The relative path from your mod manifest.json where the ship log images are located. The filename must be the same as the fact id. Optional.</param>
/// <param name="entryPositions">A dictionary of each fact id to its 2D position in the ship log. Optional.</param>
/// <param name="curiousityColours">A dictionary of each curiousity ID to its colour and highlight colour in the ship log. Optional.</param>
void AddShipLogXML(IModBehaviour mod, XElement xml, string planetName, string imageFolder = null, Dictionary<string, Vector2> entryPositions = null, Dictionary<string, (Color colour, Color highlight)> curiousityColours = null);
/// <summary>
/// Will load all configs in the regular folders (planets, systems, translations, etc) for this mod.
/// The NH addon config template is just a single call to this API method.
/// </summary>
void LoadConfigs(IModBehaviour mod);
/// <summary>
/// Retrieve the root GameObject of a custom planet made by creating configs.
/// Will only work if the planet has been created (see GetStarSystemLoadedEvent)
/// </summary>
GameObject GetPlanet(string name);
/// <summary>
/// The name of the current star system loaded.
/// </summary>
string GetCurrentStarSystem();
/// <summary>
/// An event invoked when the player begins loading the new star system, before the scene starts to load.
/// Gives the name of the star system being switched to.
/// </summary>
UnityEvent<string> GetChangeStarSystemEvent();
/// <summary>
/// An event invoked when NH has finished generating all planets for a new star system.
/// Gives the name of the star system that was just loaded.
/// </summary>
UnityEvent<string> GetStarSystemLoadedEvent();
/// <summary>
/// An event invoked when NH has finished a planet for a star system.
/// Gives the name of the planet that was just loaded.
/// </summary>
UnityEvent<string> GetBodyLoadedEvent();
/// <summary>
/// Uses JSONPath to query a body
/// </summary>
object QueryBody(Type outType, string bodyName, string path);
///<summary>
/// Uses JSONPath to query a body
/// </summary>
T QueryBody<T>(string bodyName, string path);
/// <summary>
/// Uses JSONPath to query the current star system
/// </summary>
object QuerySystem(Type outType, string path);
///<summary>
/// Uses JSONPath to query the current star system
///</summary>
T QuerySystem<T>(string path);
/// <summary>
/// Allows you to overwrite the default system. This is where the player is respawned after dying.
/// </summary>
bool SetDefaultSystem(string name);
/// <summary>
/// Allows you to instantly begin a warp to a new star system.
/// Will return false if that system does not exist (cannot be warped to).
/// </summary>
bool ChangeCurrentStarSystem(string name);
/// <summary>
/// Returns the uniqueIDs of each installed NH addon.
/// </summary>
string[] GetInstalledAddons();
/// <summary>
/// Allows you to spawn a copy of a prop by specifying its path.
/// This is the same as using Props->details in a config, but also returns the spawned gameObject to you.
/// </summary>
GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles,
float scale, bool alignWithNormal);
/// <summary>
/// Allows you to spawn an AudioSignal on a planet.
/// This is the same as using Props->signals in a config, but also returns the spawned AudioSignal to you.
/// This method will not set its position. You will have to do that with the returned object.
/// </summary>
AudioSignal SpawnSignal(IModBehaviour mod, GameObject root, string audio, string name, string frequency,
float sourceRadius = 1f, float detectionRadius = 20f, float identificationRadius = 10f, bool insideCloak = false,
bool onlyAudibleToScope = true, string reveals = "");
/// <summary>
/// Allows you to spawn character dialogue on a planet. Also returns the RemoteDialogueTrigger if remoteTriggerRadius is specified.
/// This is the same as using Props->dialogue in a config, but also returns the spawned game objects to you.
/// This method will not set the position of the dialogue or remote trigger. You will have to do that with the returned objects.
/// </summary>
(CharacterDialogueTree, RemoteDialogueTrigger) SpawnDialogue(IModBehaviour mod, GameObject root, string xmlFile, float radius = 1f,
float range = 1f, string blockAfterPersistentCondition = null, float lookAtRadius = 1f, string pathToAnimController = null,
float remoteTriggerRadius = 0f);
}
}