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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
172 lines
8.5 KiB
C#
172 lines
8.5 KiB
C#
using OWML.Common;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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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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#region Obsolete
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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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#endregion
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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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/// Returns the uniqueIDs of each installed NH addon.
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/// </summary>
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string[] GetInstalledAddons();
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#region Get/set/change star system
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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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/// 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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#endregion
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#region events
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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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/// 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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#endregion
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#region Querying configs
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/// <summary>
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/// Uses JSONPath to query a body
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/// </summary>
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object QueryBody(Type outType, string bodyName, string path);
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///<summary>
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/// Uses JSONPath to query a body
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/// </summary>
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T QueryBody<T>(string bodyName, string path);
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/// <summary>
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/// Uses JSONPath to query the current star system
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/// </summary>
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object QuerySystem(Type outType, string path);
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///<summary>
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/// Uses JSONPath to query the current star system
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///</summary>
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T QuerySystem<T>(string path);
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#endregion
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#region Spawn props
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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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#endregion
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#region Load json/xml directly
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/// <summary>
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/// Allows creation of a planet by directly passing the json contents as a string.
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/// </summary>
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/// <param name="config"></param>
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/// <param name="mod"></param>
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void CreatePlanet(string config, IModBehaviour mod);
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/// <summary>
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/// Allows defining details of a star system by directly passing the json contents as a string.
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/// </summary>
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/// <param name="name"></param>
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/// <param name="config"></param>
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/// <param name="mod"></param>
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void DefineStarSystem(string name, string config, IModBehaviour mod);
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/// <summary>
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/// Allows creation of dialogue by directly passing the xml and dialogueInfo json contents as strings
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/// </summary>
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/// <param name="textAssetID">TextAsset name used for compatibility with voice mod. Just has to be a unique identifier.</param>
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/// <param name="xml">The contents of the dialogue xml file as a string</param>
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/// <param name="dialogueInfo">The json dialogue info as a string. See the documentation/schema for what this can contain.</param>
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/// <param name="planetGO">The root planet rigidbody that this dialogue is attached to. Any paths in the dialogueInfo are relative to this body.</param>
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/// <returns></returns>
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(CharacterDialogueTree, RemoteDialogueTrigger) CreateDialogueFromXML(string textAssetID, string xml, string dialogueInfo, GameObject planetGO);
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/// <summary>
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/// Allows the creation of Nomai text by directly passing the xml and translatorTextInfo json contents as strings
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/// </summary>
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/// <param name="xml">The contents of the translator text file as a string</param>
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/// <param name="textInfo">The json translator text info as a string. See the documentation/schema for what this can contain.</param>
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/// <param name="planetGO">The root planet rigidbody that this text is attached to. Any paths in the translatorTextInfo are relative to this body.</param>
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/// <returns></returns>
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GameObject CreateNomaiText(string xml, string textInfo, GameObject planetGO);
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/// <summary>
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/// Directly add ship logs from XML. Call this method right before ShipLogManager awake.
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/// </summary>
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/// <param name="mod">The mod this method is being called from. This is required for loading files.</param>
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/// <param name="xml">The ship log xml contents</param>
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/// <param name="planetName">The planet that these ship logs correspond to in the map mode</param>
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/// <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>
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/// <param name="entryPositions">A dictionary of each fact id to its 2D position in the ship log. Optional.</param>
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/// <param name="curiousityColours">A dictionary of each curiousity ID to its colour and highlight colour in the ship log. Optional.</param>
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void AddShipLogXML(IModBehaviour mod, XElement xml, string planetName, string imageFolder = null, Dictionary<string, Vector2> entryPositions = null, Dictionary<string, (Color colour, Color highlight)> curiousityColours = null);
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#endregion
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}
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}
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