/// <summary> /// Adds a SurvivorDef to your Mod's ContentPack /// <para>Requires the bodyPrefab to be assigned</para> /// <para>BodyPrefab requires a CharacterBody component</para> /// <para>Throws a warning if no displayPrefab is assigned</para> /// </summary> /// <param name="survivorDef">The SurvivorDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddSurvivorDef(SurvivorDef survivorDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <SurvivorDef>()) { if (!survivorDef.bodyPrefab) { RejectContent(survivorDef, asm, "SurvivorDef", $"but it's bodyPrefab is not assigned!"); return(false); } if (!survivorDef.bodyPrefab.GetComponent <CharacterBody>()) { RejectContent(survivorDef, asm, "SurvivorDef", $"but it's bodyPrefab does not have a {nameof(CharacterBody)} component!"); return(false); } if (!survivorDef.displayPrefab) { R2API.Logger.LogWarning($"Assembly {asm.GetName().Name} is adding an {survivorDef} that does not have a displayPrefab! is this intentional?"); } R2APIContentManager.HandleContentAddition(asm, survivorDef); return(true); } RejectContent(survivorDef, asm, "SurvivorDef", "but the SurvivorCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a MusicTrackDef to your Mod's ContentPack /// <para>MusicTrackDefs should only be created in the editor due to WWise's unity integration. If you want to add new songs, use SoundAPI's MusicAPI</para> /// </summary> /// <param name="musicTrackDef">The MusicTrackDef to Add.</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddMusicTrackDef(MusicTrackDef musicTrackDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <MusicTrackDef>()) { R2APIContentManager.HandleContentAddition(asm, musicTrackDef); return(true); } RejectContent(musicTrackDef, asm, "MusicTrackDef", "but the MusicTrackCatalog has already initialized!"); return(false); }
//UnlockableDefs should be added by UnlockableAPI, despite this, players could make new unlockableDefs for usage with DirectorCards (such as forbidden unlockables) or for Log entries, which also require unlockableDefs. /// <summary> /// Adds an UnlockableDef to your Mod's ContentPack /// <para>If you want the unlockable to be tied to an achievement, use UnlockableAPI instead.</para> /// </summary> /// <param name="unlockableDef">The UnlockableDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddUnlockableDef(UnlockableDef unlockableDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <UnlockableDef>()) { R2APIContentManager.HandleContentAddition(asm, unlockableDef); return(true); } RejectContent(unlockableDef, asm, "UnlockableDef", "but the UnlockableCatalog has already initialized"); return(false); }
/// <summary> /// Adds a MiscPickupDef to your Mod's ContentPack /// </summary> /// <param name="miscPickupDef">The MiscPickupDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddMiscPickupDef(MiscPickupDef miscPickupDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <MiscPickupDef>()) { R2APIContentManager.HandleContentAddition(asm, miscPickupDef); return(true); } RejectContent(miscPickupDef, asm, "MiscPickupDef", "But the MiscPickupCatalog has already initailized!"); return(false); }
/// <summary> /// Adds a GameEndingDef to your Mod's ContentPack /// </summary> /// <param name="gameEndingDef">The GameEndingDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddGameEndingDef(GameEndingDef gameEndingDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <GameEndingDef>()) { R2APIContentManager.HandleContentAddition(asm, gameEndingDef); return(true); } RejectContent(gameEndingDef, asm, "GameEndingDef", "but the GameEndingCatalog has already initalized!"); return(false); }
/// <summary> /// Adds an ItemRelationshipType to your Mod's ContentPack /// </summary> /// <param name="itemRelationshipType">The ItemRelationshipType to add</param> /// <returns>True if valid and added, false if one of the requirements is not met</returns> public static bool AddItemRelationshipType(ItemRelationshipType itemRelationshipType) { //Todo: Find what makes an ItemRelationshipType invalid var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <ItemRelationshipType>()) { R2APIContentManager.HandleContentAddition(asm, itemRelationshipType); return(true); } RejectContent(itemRelationshipType, asm, "ItemRelationshipType", "but the ItemCatalog has already initialized!"); return(false); }
/// <summary> /// Adds an ItemTierDef to your Mod's ContentPack /// </summary> /// <param name="itemTierDef">The ItemTierDef to add</param> /// <returns>True if valid and added, false if one of the requirements is not met</returns> public static bool AddItemTierDef(ItemTierDef itemTierDef) { //Todo: finds what makes an itemTierDef invalid var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <ItemTierDef>()) { R2APIContentManager.HandleContentAddition(asm, itemTierDef); return(true); } RejectContent(itemTierDef, asm, "ItemTierDef", "but the ItemTierCatalog has already initialized!"); return(false); }
/// <summary> /// Adds an EntitlementDef to your Mod's ContentPack /// </summary> /// <param name="entitlementDef">The EntitlementDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddEntitlementDef(EntitlementDef entitlementDef) { //Todo: Find what makes an EntitlementDef invalid var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <EntitlementDef>()) { R2APIContentManager.HandleContentAddition(asm, entitlementDef); return(true); } RejectContent(entitlementDef, asm, "EntitlementDef", "But the EntitlementCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a SceneDef to your Mod's ContentPack /// <para>If you want he scene to be weaved with vanilla stages, use RainOfStages</para> /// </summary> /// <param name="sceneDef">The SceneDef to Add.</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddSceneDef(SceneDef sceneDef) { //Add stuff here, i dont know what qualifies as a "valid" sceneDef, then again, people should just use ROS for handling sceneDefs, r2api just lets you add them this way for the sake of completion var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <SceneDef>()) { R2API.Logger.LogInfo($"Assembly {asm.GetName().Name} is trying to add a SceneDef, R2API does not support weaving of Scenes, Use RainOfStages instead for weaving SceneDefs."); R2APIContentManager.HandleContentAddition(asm, sceneDef); return(true); } RejectContent(sceneDef, asm, "SceneDef", "but the SceneCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a MasterPrefab to your Mod's ContentPack /// <para>MasterPrefab requires a CharacterMaster component.</para> /// </summary> /// <param name="masterPrefab">The MasterPrefab to add.</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddMaster(GameObject masterPrefab) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <CharacterMaster>()) { if (!HasComponent <CharacterMaster>(masterPrefab)) { RejectContent(masterPrefab, asm, "MasterPrefab", $"but it has no {nameof(CharacterMaster)} component!"); return(false); } R2APIContentManager.HandleContentAddition(asm, masterPrefab); return(true); } RejectContent(masterPrefab, asm, "MasterPrefab", $"but the MasterCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a SurfaceDef to your Mod's ContentPack /// <para>Requires the surfaceDef's impactEffect or footstepEffect prefabs to not be null</para> /// </summary> /// <param name="surfaceDef">The SurfaceDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddSurfaceDef(SurfaceDef surfaceDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <SurfaceDef>()) { if (surfaceDef.impactEffectPrefab == null || surfaceDef.footstepEffectPrefab == null) { RejectContent(surfaceDef, asm, "SurfaceDef", $"but one of it's effect prefabs are null! this is not allowed!"); return(false); } R2APIContentManager.HandleContentAddition(asm, surfaceDef); return(true); } RejectContent(surfaceDef, asm, "SurfaceDef", "but the SurfaceDefCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a SkillFamily to your Mod's ContentPack /// <para>SkillFamily's Variant's SkillDef cannot be null</para> /// </summary> /// <param name="skillFamily">The SkillFamily to Add.</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddSkillFamily(SkillFamily skillFamily) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <SkillFamily>()) { if (skillFamily.variants.Any(v => v.skillDef == null)) { RejectContent(skillFamily, asm, "SkillFamily", $"but one of it's variant's skillDefs is null!"); return(false); } R2APIContentManager.HandleContentAddition(asm, skillFamily); return(true); } RejectContent(skillFamily, asm, "SkillFamily", "but the SkillCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a NetworkSoundEventDef to your Mod's ContentPack /// <para>Requires that the event's name is not null, empty or whitespace</para> /// </summary> /// <param name="networkSoundEventDef">The NetworkSoundEventDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddNetworkSoundEventDef(NetworkSoundEventDef networkSoundEventDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <NetworkSoundEventDef>()) { if (string.IsNullOrEmpty(networkSoundEventDef.eventName) || string.IsNullOrWhiteSpace(networkSoundEventDef.eventName)) { RejectContent(networkSoundEventDef, asm, "NetworkSoundEventDef", $"but it's eventName is Null, Empty or Whitespace!"); return(false); } R2APIContentManager.HandleContentAddition(asm, networkSoundEventDef); return(true); } RejectContent(networkSoundEventDef, asm, "NetworkSoundEventDef", "but the NetworkSoundEventCatalog has already initialized!"); return(false); }
/// <summary> /// Adds an ArtifactDef to your Mod's ContentPack /// <para>Requires the ArtifactDef's icon sprites to not be null.</para> /// </summary> /// <param name="artifactDef">The ArtifactDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddArtifactDef(ArtifactDef artifactDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <ArtifactDef>()) { if (artifactDef.smallIconDeselectedSprite == null || artifactDef.smallIconSelectedSprite == null) { RejectContent(artifactDef, asm, "ArtifactDef", $"but one of it's icons are null! this is not allowed!"); return(false); } R2APIContentManager.HandleContentAddition(asm, artifactDef); return(true); } RejectContent(artifactDef, asm, "ArtifactDef", "but the ArtifactCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a GameModePrefab to your Mod's ContentPack /// <para>GameModePrefab requires a Run component.</para> /// </summary> /// <param name="gameModePrefab">The GameModePrefab to add.</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddGameMode(GameObject gameModePrefab) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <Run>()) { if (!HasComponent <Run>(gameModePrefab)) { RejectContent(gameModePrefab, asm, "GameMode", $"but it has no {nameof(Run)} component!"); return(false); } R2APIContentManager.HandleContentAddition(asm, gameModePrefab); return(true); } RejectContent(gameModePrefab, asm, "GameMode", "but the GameModeCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a BuffDef to your Mod's ContentPack /// <para>Throws a warning if the buffDef's EliteDef's EquipmentDef's passive buffDef is not the buffDef you pass through</para> /// <para>Throws a warning if the buffDef has a startSFX, but the startSFX's eventName is Null, Empty or White space.</para> /// </summary> /// <param name="buffDef">The BuffDef to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddBuffDef(BuffDef buffDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <BuffDef>()) { if (buffDef.eliteDef && buffDef.eliteDef.eliteEquipmentDef && buffDef.eliteDef.eliteEquipmentDef.passiveBuffDef != buffDef) { R2API.Logger.LogWarning($"Assembly {asm.GetName().Name} is adding an {buffDef} which has an eliteDef assigned, but said eliteDef's equipmentDef's passiveBuffDef is not {buffDef}! is this intentional?"); } if (buffDef.startSfx && (string.IsNullOrEmpty(buffDef.startSfx.eventName) || string.IsNullOrWhiteSpace(buffDef.startSfx.eventName))) { R2API.Logger.LogWarning($"Assembly {asm.GetName().Name} is adding an {buffDef} that has a startSFX, but the startSFX's NetworkedSoundEventDef's eventName is Null, Empty or Whitespace! is this intentional?"); } R2APIContentManager.HandleContentAddition(asm, buffDef); return(true); } RejectContent(buffDef, asm, "BuffDef", "but the BuffCatalog has already initialized!"); return(false); }
/// <summary> /// Adds an EntitySateType to your Mod's ContentPack /// <para>State Type cannot be abstract</para> /// </summary> /// <typeparam name="T">The State's Type</typeparam> /// <param name="wasAdded">Wether or not the state Type was succesfully added or not</param> /// <returns>A SerializableEntityStateType, the StateType will be null if "wasAdded" is false.</returns> public static SerializableEntityStateType AddEntityState <T>(out bool wasAdded) where T : EntityState { var asm = Assembly.GetCallingAssembly(); Type t = typeof(T); if (CatalogBlockers.GetAvailability <EntityState>()) { if (t.IsAbstract) { RejectContent(t, asm, "EntityStateType", "but the entity state type is markeed as abstract!"); wasAdded = false; return(new SerializableEntityStateType()); } wasAdded = true; R2APIContentManager.HandleEntityState(asm, t); return(new SerializableEntityStateType(t)); } RejectContent(t, asm, "EntityStateType", "but the EntityStateCatalog has already initialzed!"); wasAdded = false; return(new SerializableEntityStateType()); }
/// <summary> /// Adds an EffectPrefab to your Mod's ContentPack /// EffectPrefab requires an EffectComponent. /// <para>Throws a warning if it has no VFXAttributes component.</para> /// </summary> /// <param name="effectPrefab">The EffectPrefab to add.</param> /// <returns>true if valid and added, false if one of the requirements is not met.</returns> public static bool AddEffect(GameObject effectPrefab) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <EffectComponent>()) { if (!HasComponent <EffectComponent>(effectPrefab)) { RejectContent(effectPrefab, asm, "EffectPrefab", $"but it has no {nameof(EffectComponent)} component!"); return(false); } if (!HasComponent <VFXAttributes>(effectPrefab)) { R2API.Logger.LogWarning($"Effect {effectPrefab} has no {nameof(VFXAttributes)} component! is this intentional?"); } R2APIContentManager.HandleContentAddition(asm, effectPrefab); return(true); } RejectContent(effectPrefab, asm, "EffectPrefab", "but the EffectCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a ProjectilePrefab to your Mod's ContentPack /// <para>ProjectilePrefab requires a ProjectileController component.</para> /// <para>Throws a warning if it has no assigned ghost prefab.</para> /// </summary> /// <param name="projectilePrefab">The ProjectilePrefab to add.</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddProjectile(GameObject projectilePrefab) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <ProjectileController>()) { if (!HasComponent <ProjectileController>(projectilePrefab)) { RejectContent(projectilePrefab, asm, "ProjectilePrefab", $"but it has no {nameof(ProjectileController)} component!"); return(false); } var pc = projectilePrefab.GetComponent <ProjectileController>(); if (!pc.ghostPrefab) { R2API.Logger.LogWarning($"Projectile {projectilePrefab} has no ghost prefab assigned! is this intentional?"); } R2APIContentManager.HandleContentAddition(asm, projectilePrefab); return(true); } RejectContent(projectilePrefab, asm, "ProjectilePrefab", "but the ProjectileCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a SkillDef to your Mod's ContentPack /// <para>SkillDef Requires a valid activationState</para> /// <para>SkillDef's activationStateMachine cannot be Null, Empty or Whitespace</para> /// </summary> /// <param name="skillDef">the SkillDef to Add.</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddSkillDef(SkillDef skillDef) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <SkillDef>()) { if (skillDef.activationState.stateType == null) { RejectContent(skillDef, asm, "SkillDef", $"but it's activation state type is null!"); return(false); } if (string.IsNullOrEmpty(skillDef.activationStateMachineName) || string.IsNullOrWhiteSpace(skillDef.activationStateMachineName)) { RejectContent(skillDef, asm, "SkillDef", $"but it's activation state machine name is Null, Whitespace or Empty!"); return(false); } R2APIContentManager.HandleContentAddition(asm, skillDef); return(true); } RejectContent(skillDef, asm, "SkillDef", "but the SkillCatalog has already initialized!"); return(false); }
/// <summary> /// Adds a NetworkedObject prefab to your Mod's ContentPack /// <para>NetworkedObject requires a NetworkIdentity component.</para> /// <para>NetworkedObject isnt in PrefabAPI's Objects to Network.</para> /// </summary> /// <param name="networkedObject">The NetworkedObjectPrefab to add.</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddNetworkedObject(GameObject networkedObject) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <NetworkIdentity>()) { if (!HasComponent <NetworkIdentity>(networkedObject)) { RejectContent(networkedObject, asm, "NetworkedObject", $"but it has no {nameof(NetworkIdentity)} component!"); return(false); } if (PrefabAPI.IsPrefabHashed(networkedObject)) { RejectContent(networkedObject, asm, "NetworkedObject", $"but its already being networked by {nameof(PrefabAPI)}!"); return(false); } R2APIContentManager.HandleContentAddition(asm, networkedObject); return(true); } RejectContent(networkedObject, asm, "NetworkedObject", "but the GameNetworkManager has already networked all the prefabs!"); return(false); }
/// <summary> /// Adds an EntityStateConfiguration to your Mod's ContentPack /// <para>ESC's Target Type must inherit from EntityState</para> /// <para>ESC's Target Type cannot be Abstract</para> /// </summary> /// <param name="entityStateConfiguration">The EntityStateConfiguration to Add</param> /// <returns>true if valid and added, false if one of the requirements is not met</returns> public static bool AddEntityStateConfiguration(EntityStateConfiguration entityStateConfiguration) { var asm = Assembly.GetCallingAssembly(); if (CatalogBlockers.GetAvailability <EntityStateConfiguration>()) { Type type = Type.GetType(entityStateConfiguration.targetType.assemblyQualifiedName); if (!type.IsSubclassOf(typeof(EntityState))) { RejectContent(entityStateConfiguration, asm, "EntityStateConfiguration", $"but it's targetType ({type.Name}) is not a type that derives from EntityState!"); return(false); } if (type.IsAbstract) { RejectContent(entityStateConfiguration, asm, "EntityStateConfiguration", $"but it's targetType ({type.Name}) is abstract!"); return(false); } R2APIContentManager.HandleContentAddition(asm, entityStateConfiguration); return(true); } RejectContent(entityStateConfiguration, asm, "EntityStateConfiguration", "but the EntityStateCatalog has already initialized!"); return(false); }