Exemplo n.º 1
0
 /// <summary>
 /// Clears the current active mods
 /// </summary>
 /// <param name="removeCore">Set to true to remove core [Optional](Default:false)</param>
 private static void ClearLoadedMods(bool removeCore = false)
 {
     ModsConfigAPI.Reset();
     if (removeCore)
     {
         ModsConfigAPI.SetActive(ModContentPack.CoreModIdentifier, false);
     }
 }
Exemplo n.º 2
0
 /// <summary>
 /// Set the current active mods
 /// </summary>
 /// <param name="modsToActivate">The mods to set as active</param>
 internal static void SetActiveMods(List <string> modsToActivate)
 {
     ClearLoadedMods(true);
     foreach (string modID in modsToActivate)
     {
         ModsConfigAPI.SetActive(modID, true);
     }
     ModsConfigAPI.Save();
 }
Exemplo n.º 3
0
        /// <summary>
        /// Gets a list of active mods in load order
        /// </summary>
        /// <returns>A list of the active mods identifier</returns>
        private static List <string> GetActiveMods()
        {
            List <string> result = new List <string>();

            foreach (ModMetaData mod in ModsConfigAPI.ActiveModsInLoadOrder())
            {
                result.Add(mod.Identifier);
            }
            return(result);
        }
Exemplo n.º 4
0
        /// <summary>
        /// Saves or Loads the state
        /// </summary>
        /// <param name="filepath">The filepath to the state</param>
        private static void ExposeData(string filepath, bool useUndoAction = false)
        {
            try
            {
                if (CurrentMode == Mode.Saving)
                {
                    Main.LogDebug("Saving state to {0}", filepath);

                    Data = new ModsConfigData
                    {
                        buildNumber = RimWorld.VersionControl.CurrentBuild,
                        activeMods  = GetActiveMods()
                    };
                    XmlSaverAPI.SaveDataObject((object)Data, filepath);
                }
                else if (CurrentMode == Mode.Loading)
                {
                    Main.LogDebug("Loading state from {0}", filepath);

                    List <string> current = new List <string>();

                    Data = ReadState(filepath);

                    ClearLoadedMods(true);
                    foreach (string modID in Data.activeMods)
                    {
                        ModsConfigAPI.SetActive(modID, true);
                    }
                }
            }
            catch (System.Exception e)
            {
                //An error occurred, output to log and reset loaded mods
                Main.Log.ReportException(e, Globals.MOD_IDENTIFIER, true, "ExposeData");
                ClearLoadedMods();
            }
        }