コード例 #1
0
ファイル: ResourceLoader.cs プロジェクト: smoozefan1010/Prism
        internal static IEnumerable <LoaderError> Load(ModDef mod)
        {
            var errors = new List <LoaderError>();

            foreach (var f in Directory.EnumerateFiles(mod.Info.ModPath, "*.*", SearchOption.AllDirectories))
            {
                var    nf = NormalizeResourceFilePath(f, mod.Info.ModPath);
                string fn = Path.GetFileName(f);

                if (fn == PrismApi.JsonManifestFileName || fn == NormalizeResourceFilePath(mod.Info.AssemblyFileName) ||
                    mod.Info.References.Where(r => r is AssemblyReference).Select(r => NormalizeResourceFilePath(((AssemblyReference)r).Name)).Any(s => Path.GetFileName(s) == fn))
                {
                    continue; // shouldn't be used, obviously
                }
                try
                {
                    mod.ContentHandler.resources.Add(nf, File.OpenRead(f));
                }
                catch (Exception e)
                {
                    errors.Add(new LoaderError(mod.Info, "Error reading resource: '" + f + "'.", e));
                }
            }

            return(errors);
        }
コード例 #2
0
        /// <summary>
        /// Loads a mod and returns all <see cref="LoaderError"/>s encountered.
        /// </summary>
        /// <param name="mod">The mod to load.</param>
        /// <returns>Enumerable list of LoaderErrors encountered while loading the mod.</returns>
        internal static IEnumerable <LoaderError> Load(ModDef mod)
        {
            var ret = new List <LoaderError>();

            var ch = mod.ContentHandler;

            mod.BuffDefs       = SetEntityModDefs <BuffDef, BuffBehaviour>(mod, ch.GetBuffDefsInternally());
            mod.ItemDefs       = SetEntityModDefs <ItemDef, ItemBehaviour>(mod, ch.GetItemDefsInternally());
            mod.MountDefs      = SetEntityModDefs <MountDef, MountBehaviour>(mod, ch.GetMountDefsInternally());
            mod.NpcDefs        = SetEntityModDefs <NpcDef, NpcBehaviour>(mod, ch.GetNpcDefsInternally());
            mod.ProjectileDefs = SetEntityModDefs <ProjectileDef, ProjectileBehaviour>(mod, ch.GetProjDefsInternally());
            mod.TileDefs       = SetEntityModDefs <TileDef, TileBehaviour>(mod, ch.GetTileDefsInternally());

            mod.RecipeDefs = RecipeDefHandler.SetRecipeModDefs(mod, ch.GetRecipeDefsInternally());

            ret.AddRange(Handler.BuffDef.Load(mod.BuffDefs));
            ret.AddRange(Handler.ItemDef.Load(mod.ItemDefs));
            ret.AddRange(Handler.MountDef.Load(mod.MountDefs));
            ret.AddRange(Handler.NpcDef.Load(mod.NpcDefs));
            ret.AddRange(Handler.ProjDef.Load(mod.ProjectileDefs));
            ret.AddRange(Handler.TileDef.Load(mod.TileDefs));

            ret.AddRange(Handler.RecipeDef.Load(mod.RecipeDefs));

            return(ret);
        }
コード例 #3
0
 internal static List <RecipeDef> SetRecipeModDefs(ModDef mod, IEnumerable <RecipeDef> defs)
 {
     return(defs.Select(d =>
     {
         d.Mod = mod.Info;
         return d;
     }).ToList());
 }
コード例 #4
0
ファイル: ModDefDrawer.cs プロジェクト: Epicguru/Floors
    public override void OnInspectorGUI()
    {
        ModDef m = target as ModDef;

        if (!m.HasCreated)
        {
            EditorGUILayout.HelpBox("You need to give a mod ID. This ID cannot change after the mod is created.", MessageType.Info);
            idInput = idInput.Trim().ToLower();
            idInput = GUILayout.TextField(idInput);

            bool valid = IsValidID(idInput, out string error);

            if (valid && GUILayout.Button("Create mod files"))
            {
                // Assign id.
                m.ID = idInput;

                // Create a folder next to the mod def file that has the same name as the mod def file.
                string modFolder = "Assets/Mods/" + m.ID;
                AssetDatabase.CreateFolder("Assets/Mods", m.ID);
                AssetDatabase.CreateFolder(modFolder, "Scripts");
                AssetDatabase.CreateFolder(modFolder, "Content");

                CreateAssemblyDef(m.ID);

                m.HasCreated = true;
            }
            else if (!valid)
            {
                EditorGUILayout.HelpBox(error, MessageType.Error);
            }
            return;
        }

        GUI.enabled = false;
        GUILayout.Label($"ID: {m.ID}");
        GUI.enabled = true;

        DrawDefaultInspector();
        EditorGUILayout.Space();
        bool canBuild = true;

        if (canBuild)
        {
            GUILayout.BeginHorizontal();
            zip = GUILayout.Toggle(zip, "Zip Compress", GUILayout.ExpandWidth(false));
            bool build = GUILayout.Button("Build Mod", GUILayout.ExpandWidth(true));
            GUILayout.EndHorizontal();
            if (build)
            {
                m.Build(zip);
            }
        }
        else
        {
            GUILayout.Label("Fix errors to build the mod.");
        }
    }
コード例 #5
0
        internal static IEnumerable <LoaderError> Load(ModDef mod)
        {
            var ret = new List <LoaderError>();

            mod.gameBehaviour = mod.ContentHandler.CreateGameBInternally();

            mod.BgmEntries = SetEntryModDefs <BgmEntry, BgmRef>(mod, mod.ContentHandler.GetBgmsInternally());
            mod.SfxEntries = SetEntryModDefs <SfxEntry, SfxRef>(mod, mod.ContentHandler.GetSfxesInternally());

            return(ret);
        }
コード例 #6
0
        /// <summary>
        /// Sets each entity def's <see cref="EntityDef{TBehaviour, TEntity}.InternalName"/>
        /// and <see cref="EntityDef{TBehaviour, TEntity}.Mod"/> fields to the def's key
        /// in the dictionary and this <see cref="ModDef"/>, respectively.
        /// </summary>
        /// <typeparam name="TEntityDef"></typeparam>
        /// <param name="def"></param>
        /// <param name="dict"></param>
        /// <returns></returns>
        static Dictionary <string, TEntityDef> SetEntityModDefs <TEntityDef>(ModDef def, Dictionary <string, TEntityDef> dict)
            where TEntityDef : ObjectDef
        {
            foreach (var kvp in dict)
            {
                kvp.Value.InternalName = kvp.Key;
                kvp.Value.Mod          = def.Info;
            }

            return(dict);
        }
コード例 #7
0
        static Dictionary <string, TEntry> SetEntryModDefs <TEntry, TRef>(ModDef def, Dictionary <string, TEntry> dict)
            where TEntry : AudioEntry <TEntry, TRef>
            where TRef : EntityRef <TEntry>
        {
            foreach (var kvp in dict)
            {
                kvp.Value.InternalName = kvp.Key;
                kvp.Value.Mod          = def.Info;
            }

            return(dict);
        }
コード例 #8
0
ファイル: ModService.cs プロジェクト: vengefire/ModTechMaster
        public IModCollection LoadCollectionFromPath(string battleTechPath, string modsPath, string name)
        {
            this.ModCollection.Name = name;
            this.ModCollection.Path = modsPath;

            if (!DirectoryUtils.Exists(modsPath))
            {
                throw new Exception($@"The specified Mods directory [{modsPath}] does not exist.");
            }

            var gameDirectoryValid = true;

            if (!DirectoryUtils.Exists(battleTechPath))
            {
                this.logger.Warn($"The Battle Tech Path [{battleTechPath}] could not be found.");
                gameDirectoryValid = false;
            }

            if (gameDirectoryValid)
            {
                var gameDirectoryInfo = new DirectoryInfo(battleTechPath);
                this.logger.Info($"Processing BattleTech from [{gameDirectoryInfo.FullName}]");
                var battleTechMod = this.TryLoadFromPath(gameDirectoryInfo.FullName, true);
                this.ModCollection.AddModToCollection(battleTechMod);
            }

            // find all sub-directories that have a mod.json file
            var modDirectories = Directory.GetDirectories(modsPath).Where(x => File.Exists(Path.Combine(x, "mod.json"))).ToArray();

            // create ModDef objects for each mod.json file
            HashSet <string>            FailedToLoadMods = new HashSet <string>();
            Dictionary <string, ModDef> ModDefs          = new Dictionary <string, ModDef>();

            foreach (var modDirectory in modDirectories)
            {
                ModDef modDef;
                var    modDefPath = Path.Combine(modDirectory, "mod.json");

                try
                {
                    modDef = ModDef.CreateFromPath(modDefPath);
                }
                catch (Exception e)
                {
                    FailedToLoadMods.Add(modDefPath);
                    continue;
                }

                if (!modDef.ShouldTryLoad(ModDefs.Keys.ToList(), out var reason))
                {
                    if (!modDef.IgnoreLoadFailure)
                    {
                        FailedToLoadMods.Add(modDef.Name);
                    }

                    continue;
                }

                ModDefs.Add(modDef.Name, modDef);
            }

            // get a load order and remove mods that won't be loaded
            var ModLoadOrder = LoadOrder.CreateLoadOrder(ModDefs, out var notLoaded, new List <string>(), this.logger);

            var modsDirectoryInfo = new DirectoryInfo(modsPath);

            this.logger.Info($"Processing mods from [{modsDirectoryInfo.FullName}]");

            /*modsDirectoryInfo.GetDirectories()
             *  //.AsParallel().ForAll(
             *  .ToList().ForEach(
             *  sub =>
             *      {
             *          this.logger.Debug(".");
             *          var mod = this.TryLoadFromPath(sub.FullName, false);
             *          this.ModCollection.AddModToCollection(mod);
             *      });*/
            ModLoadOrder.ForEach(
                s =>
            {
                var def = ModDefs.First(pair => pair.Key == s).Value;
                var mod = this.TryLoadFromPath(def.Directory, false);
                this.ModCollection.AddModToCollection(mod);
            });

            /*this.ModCollection.Mods.Sort(
             *  (mod, mod1) => mod.IsBattleTech ? 1 : string.Compare(mod.Name, mod1.Name, StringComparison.OrdinalIgnoreCase));*/

            this.OnPropertyChanged(nameof(this.ModCollection));

            return(this.ModCollection);
        }