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126 lines
5.6 KiB
Markdown
126 lines
5.6 KiB
Markdown
---
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Title: API
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Sort_Priority: 40
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---
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## How to use the API
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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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[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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/// 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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/// 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 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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/// 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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```cs
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public class MyMod : ModBehaviour
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{
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void Start()
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{
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INewHorizons NewHorizonsAPI = ModHelper.Interaction.TryGetModApi<INewHorizons>("xen.NewHorizons");
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}
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}
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```
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You can then use the APIs `LoadConfigs()` method to load from a "planets" folder, or use the `GetPlanet()` method to get planets and do whatever with them. Just make sure you create planets in the `Start()` method or at least before the SolarSystem scene loads, or they will not be created.
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The `GetChangeStarSystemEvent` and `GetStarSystemLoadedEvent` events let you listen in for when the player starts changing to a new system (called when entering a black hole or using the warp drive) and when the system is fully loaded in, respectively.
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You can also use the `GetInstalledAddons` method to get a list of addons that are installed and enabled.
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You can also use `SpawnObject` to directly copy a base-game GameObject to the specified position and rotation.
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