(Re)load blueprints from file, t3 shields
Blueprints can be loaded and reloaded from a file in the game's directory except in a release version
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3 changed files with 20 additions and 4 deletions
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@ -17,7 +17,14 @@ namespace Pixi.Common
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public static Dictionary<string, BlockJsonInfo[]> ParseBlueprintResource(string name)
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{
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StreamReader bluemap = new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream(name));
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StreamReader bluemap;
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#if DEBUG
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if (File.Exists(name))
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bluemap = File.OpenText(name);
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else
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#endif
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bluemap = new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream(name));
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using (bluemap)
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return JsonConvert.DeserializeObject<Dictionary<string, BlockJsonInfo[]>>(bluemap.ReadToEnd());
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}
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@ -47,12 +47,14 @@ namespace Pixi
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root.Inject(new ImageTextBlockImporter());
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root.Inject(new ImageCommandImporter());
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// Robot functionality
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root.Inject(new RobotInternetImporter());
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var robot = new RobotInternetImporter();
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root.Inject(robot);
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//RobotCommands.CreateRobotCRFCommand();
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//RobotCommands.CreateRobotFileCommand();
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#if DEBUG
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// Development functionality
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RobotCommands.CreatePartDumpCommand();
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((RobotBlueprintProvider) robot.BlueprintProvider).AddReloadCommand();
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#endif
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}
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}
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@ -6,6 +6,7 @@ using Unity.Mathematics;
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using UnityEngine;
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using GamecraftModdingAPI.Blocks;
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using GamecraftModdingAPI.Commands;
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using GamecraftModdingAPI.Utility;
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using Pixi.Common;
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@ -96,5 +97,11 @@ namespace Pixi.Robots
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}
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return adjustedBlueprint;
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}
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public void AddReloadCommand()
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{
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CommandBuilder.Builder("PixiReload", "Reloads the robot blueprints")
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.Action(() => botprints = null).Build();
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}
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}
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}
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