Add command support
This commit is contained in:
parent
fae054b72b
commit
047f0bb344
22 changed files with 465 additions and 42 deletions
17
GamecraftModdingAPI/Commands/CommandEngineFactory.cs
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17
GamecraftModdingAPI/Commands/CommandEngineFactory.cs
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@ -0,0 +1,17 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace GamecraftModdingAPI.Commands
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{
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/// <summary>
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/// UNIMPLEMENTED!
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/// Convenient factories for command engines
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/// </summary>
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public static class CommandEngineFactory
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{
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//TODO
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}
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}
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56
GamecraftModdingAPI/Commands/CommandManager.cs
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56
GamecraftModdingAPI/Commands/CommandManager.cs
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@ -0,0 +1,56 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Svelto.ECS;
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namespace GamecraftModdingAPI.Commands
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{
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/// <summary>
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/// Keeps track of custom commands
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/// This is used to add, remove and get command engines
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/// </summary>
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public static class CommandManager
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{
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private static Dictionary<string, ICustomCommandEngine> _customCommands = new Dictionary<string, ICustomCommandEngine>();
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public static void AddCommand(ICustomCommandEngine engine)
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{
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_customCommands[engine.Name] = engine;
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}
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public static bool ExistsCommand(string name)
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{
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return _customCommands.ContainsKey(name);
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}
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public static bool ExistsCommand(ICustomCommandEngine engine)
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{
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return ExistsCommand(engine.Name);
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}
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public static ICustomCommandEngine GetCommand(string name)
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{
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return _customCommands[name];
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}
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public static Dictionary<string, ICustomCommandEngine> GetCommands()
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{
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return _customCommands;
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}
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public static void RemoveCommand(string name)
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{
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_customCommands.Remove(name);
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}
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public static void RegisterEngines(EnginesRoot enginesRoot)
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{
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foreach (var key in _customCommands.Keys)
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{
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enginesRoot.AddEngine(_customCommands[key]);
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}
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}
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}
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}
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@ -15,14 +15,17 @@ using GamecraftModdingAPI.Utility;
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namespace GamecraftModdingAPI.Commands
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{
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/// <summary>
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/// Patch of RobocraftX.GUI.CommandLine.CommandLineCompositionRoot.Compose<T>()
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/// </summary>
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[HarmonyPatch]
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public static class CommandPatch
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{
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public static void Prefix(UnityContext<FullGameCompositionRoot> contextHolder, EnginesRoot enginesRoot, World physicsWorld, Action reloadGame, MultiplayerInitParameters multiplayerParameters)
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public static void Postfix(UnityContext<FullGameCompositionRoot> contextHolder, EnginesRoot enginesRoot, World physicsWorld, Action reloadGame, MultiplayerInitParameters multiplayerParameters)
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{
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Logging.Log("Command Line was loaded");
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Logging.MetaDebugLog("Command Line was loaded");
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// When a game is loaded, register the command engines
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// TODO
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CommandManager.RegisterEngines(enginesRoot);
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}
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public static MethodBase TargetMethod(HarmonyInstance instance)
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67
GamecraftModdingAPI/Commands/CommandRegistrationHelper.cs
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67
GamecraftModdingAPI/Commands/CommandRegistrationHelper.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using uREPL;
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using RobocraftX.CommandLine.Custom;
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namespace GamecraftModdingAPI.Commands
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{
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/// <summary>
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/// Convenient methods for registering commands to Gamecraft.
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/// All methods register to the command line and console block by default.
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/// </summary>
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public static class CommandRegistrationHelper
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{
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public static void Register(string name, Action action, string desc, bool noConsole = false)
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{
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RuntimeCommands.Register(name, action, desc);
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if (noConsole) { return; }
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ConsoleCommands.Register(name, action, desc);
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}
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public static void Register(string name, Action<object> action, string desc, bool noConsole = false)
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{
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Register<object>(name, action, desc, noConsole);
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}
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public static void Register(string name, Action<object, object> action, string desc, bool noConsole = false)
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{
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Register<object, object>(name, action, desc, noConsole);
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}
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public static void Register(string name, Action<object, object, object> action, string desc, bool noConsole = false)
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{
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Register<object, object, object>(name, action, desc, noConsole);
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}
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public static void Register<Param0>(string name, Action<Param0> action, string desc, bool noConsole = false)
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{
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RuntimeCommands.Register<Param0>(name, action, desc);
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if (noConsole) { return; }
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ConsoleCommands.Register<Param0>(name, action, desc);
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}
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public static void Register<Param0, Param1>(string name, Action<Param0, Param1> action, string desc, bool noConsole = false)
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{
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RuntimeCommands.Register<Param0, Param1>(name, action, desc);
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if (noConsole) { return; }
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ConsoleCommands.Register<Param0, Param1>(name, action, desc);
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}
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public static void Register<Param0, Param1, Param2>(string name, Action<Param0, Param1, Param2> action, string desc, bool noConsole = false)
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{
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RuntimeCommands.Register<Param0, Param1, Param2>(name, action, desc);
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if (noConsole) { return; }
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ConsoleCommands.Register<Param0, Param1, Param2>(name, action, desc);
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}
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public static void Unregister(string name, bool noConsole = false)
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{
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RuntimeCommands.Unregister(name);
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if (noConsole) { return; }
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ConsoleCommands.Unregister(name);
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}
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}
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}
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@ -7,12 +7,19 @@ using Svelto.ECS;
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namespace GamecraftModdingAPI.Commands
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{
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public interface ICustomCommandEngine : IEngine, IQueryingEntitiesEngine
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/// <summary>
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/// Engine interface to handle command operations
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/// </summary>
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public interface ICustomCommandEngine : IEngine, IQueryingEntitiesEngine, IDisposable
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{
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/// <summary>
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/// The name of the command
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/// </summary>
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string Name { get; }
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/// <summary>
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/// The command's description, shown in command help messages
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/// </summary>
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string Description { get; }
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void ExecuteCommand();
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}
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}
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56
GamecraftModdingAPI/Commands/SimpleCustomCommandEngine.cs
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56
GamecraftModdingAPI/Commands/SimpleCustomCommandEngine.cs
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using Svelto.ECS;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace GamecraftModdingAPI.Commands
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{
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/// <summary>
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/// A simple implementation of ICustomCommandEngine sufficient for most commands.
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/// This version is for commands which take 0 argument(s)
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/// </summary>
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class SimpleCustomCommandEngine : ICustomCommandEngine
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{
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/// <summary>
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/// The name of the command
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/// </summary>
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public string Name { get; }
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/// <summary>
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/// The command's description, shown in command help messages
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/// </summary>
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public string Description { get; }
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/// <summary>
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/// The operation to execute when the command is called by the player
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/// </summary>
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private Action runCommand;
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public IEntitiesDB entitiesDB { set; private get; }
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public void Dispose()
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{
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CommandRegistrationHelper.Unregister(this.Name);
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}
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public void Ready()
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{
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CommandRegistrationHelper.Register(this.Name, this.runCommand, this.Description);
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}
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/// <summary>
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/// Construct the engine
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/// </summary>
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/// <param name="command">The command's operation</param>
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/// <param name="name">The name of the command</param>
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/// <param name="description">The command's description, shown in command help messages</param>
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public SimpleCustomCommandEngine(Action command, string name, string description)
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{
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this.runCommand = command;
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this.Name = name;
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this.Description = description;
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}
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}
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}
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47
GamecraftModdingAPI/Commands/SimpleCustomCommandEngine1.cs
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47
GamecraftModdingAPI/Commands/SimpleCustomCommandEngine1.cs
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using Svelto.ECS;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace GamecraftModdingAPI.Commands
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{
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/// <summary>
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/// A simple implementation of ICustomCommandEngine sufficient for most commands.
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/// This version is for commands which take 1 argument(s)
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/// </summary>
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class SimpleCustomCommandEngine<A> : ICustomCommandEngine
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{
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public string Name { get; }
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public string Description { get; }
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private Action<A> runCommand;
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public IEntitiesDB entitiesDB { set; private get; }
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public void Dispose()
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{
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CommandRegistrationHelper.Unregister(this.Name);
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}
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public void Ready()
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{
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CommandRegistrationHelper.Register<A>(this.Name, this.runCommand, this.Description);
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}
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/// <summary>
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/// Construct the engine
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/// </summary>
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/// <param name="command">The command's operation</param>
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/// <param name="name">The name of the command</param>
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/// <param name="description">The command's description, shown in command help messages</param>
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public SimpleCustomCommandEngine(Action<A> command, string name, string description)
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{
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this.runCommand = command;
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this.Name = name;
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this.Description = description;
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}
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}
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}
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47
GamecraftModdingAPI/Commands/SimpleCustomCommandEngine2.cs
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47
GamecraftModdingAPI/Commands/SimpleCustomCommandEngine2.cs
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using Svelto.ECS;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace GamecraftModdingAPI.Commands
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{
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/// <summary>
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/// A simple implementation of ICustomCommandEngine sufficient for most commands.
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/// This version is for commands which take 2 argument(s)
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/// </summary>
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class SimpleCustomCommandEngine<A,B> : ICustomCommandEngine
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{
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public string Name { get; }
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public string Description { get; }
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private Action<A,B> runCommand;
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public IEntitiesDB entitiesDB { set; private get; }
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public void Dispose()
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{
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CommandRegistrationHelper.Unregister(this.Name);
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}
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public void Ready()
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{
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CommandRegistrationHelper.Register<A,B>(this.Name, this.runCommand, this.Description);
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}
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/// <summary>
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/// Construct the engine
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/// </summary>
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/// <param name="command">The command's operation</param>
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/// <param name="name">The name of the command</param>
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/// <param name="description">The command's description, shown in command help messages</param>
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public SimpleCustomCommandEngine(Action<A,B> command, string name, string description)
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{
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this.runCommand = command;
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this.Name = name;
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this.Description = description;
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}
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}
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}
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47
GamecraftModdingAPI/Commands/SimpleCustomCommandEngine3.cs
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47
GamecraftModdingAPI/Commands/SimpleCustomCommandEngine3.cs
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using Svelto.ECS;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace GamecraftModdingAPI.Commands
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{
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/// <summary>
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/// A simple implementation of ICustomCommandEngine sufficient for most commands.
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/// This version is for commands which take 3 argument(s)
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/// </summary>
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class SimpleCustomCommandEngine<A,B,C> : ICustomCommandEngine
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{
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public string Name { get; }
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public string Description { get; }
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private Action<A,B,C> runCommand;
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public IEntitiesDB entitiesDB { set; private get; }
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public void Dispose()
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{
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CommandRegistrationHelper.Unregister(this.Name);
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}
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public void Ready()
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{
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CommandRegistrationHelper.Register<A,B,C>(this.Name, this.runCommand, this.Description);
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}
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/// <summary>
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/// Construct the engine
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/// </summary>
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/// <param name="command">The command's operation</param>
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/// <param name="name">The name of the command</param>
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/// <param name="description">The command's description, shown in command help messages</param>
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public SimpleCustomCommandEngine(Action<A,B,C> command, string name, string description)
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{
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this.runCommand = command;
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this.Name = name;
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this.Description = description;
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}
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}
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}
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59
GamecraftModdingAPI/Events/EventEngineFactory.cs
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59
GamecraftModdingAPI/Events/EventEngineFactory.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Svelto.ECS;
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namespace GamecraftModdingAPI.Events
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{
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/// <summary>
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/// Convenient factories for mod event engines
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/// </summary>
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public static class EventEngineFactory
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{
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/// <summary>
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/// Factory method which automatically adds the SimpleEventHandlerEngine to the Manager
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/// </summary>
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/// <param name="name">The name of the engine</param>
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/// <param name="type">The type of event to handle</param>
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/// <param name="onActivated">The operation to do when the event is created</param>
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/// <param name="onDestroyed">The operation to do when the event is destroyed (if applicable)</param>
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/// <returns>The created object</returns>
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public static SimpleEventHandlerEngine CreateAddSimpleHandler(string name, object type, Action onActivated, Action onDestroyed)
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{
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var engine = new SimpleEventHandlerEngine(onActivated, onDestroyed, type, name);
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EventManager.AddEventHandler(engine);
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return engine;
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}
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/// <summary>
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/// Factory method which automatically adds the SimpleEventHandlerEngine to the Manager
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/// </summary>
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/// <param name="name">The name of the engine</param>
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/// <param name="type">The type of event to handle</param>
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/// <param name="onActivated">The operation to do when the event is created</param>
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/// <param name="onDestroyed">The operation to do when the event is destroyed (if applicable)</param>
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/// <returns>The created object</returns>
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public static SimpleEventHandlerEngine CreateAddSimpleHandler(string name, object type, Action<IEntitiesDB> onActivated, Action<IEntitiesDB> onDestroyed)
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{
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var engine = new SimpleEventHandlerEngine(onActivated, onDestroyed, type, name);
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EventManager.AddEventHandler(engine);
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return engine;
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}
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/// <summary>
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/// Factory method which automatically adds the SimpleEventEmitterEngine to the Manager
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/// </summary>
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/// <param name="name">The name of the engine</param>
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/// <param name="type">The type of event to emit</param>
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/// <param name="isRemovable">Will removing this engine not break your code?</param>
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/// <returns>The created object</returns>
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public static SimpleEventEmitterEngine CreateAddSimpleEmitter(string name, object type, bool isRemovable = true)
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{
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var engine = new SimpleEventEmitterEngine(type, name, isRemovable);
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EventManager.AddEventEmitter(engine);
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return engine;
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}
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}
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}
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@ -9,9 +9,9 @@ namespace GamecraftModdingAPI.Events
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{
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/// <summary>
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/// Keeps track of event handlers and emitters.
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/// This class can be used to add, remove and get event handlers and emitters.
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/// This is used to add, remove and get API event handlers and emitters.
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/// </summary>
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public static class Manager
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public static class EventManager
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{
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private static Dictionary<string, IEventEmitterEngine> _eventEmitters = new Dictionary<string, IEventEmitterEngine>();
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@ -98,6 +98,5 @@ namespace GamecraftModdingAPI.Events
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enginesRoot.AddEngine(_eventEmitters[key]);
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}
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}
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}
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}
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@ -21,9 +21,9 @@ namespace GamecraftModdingAPI.Events
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{
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// A new EnginesRoot is always created when ActivateGame is called
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// so all event emitters and handlers must be re-registered.
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Manager.RegisterEngines(____mainGameEnginesRoot);
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EventManager.RegisterEngines(____mainGameEnginesRoot);
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Logging.Log("Dispatching Game Activated event");
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Manager.GetEventEmitter("GamecraftModdingAPIGameActivatedEventEmitter").Emit();
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EventManager.GetEventEmitter("GamecraftModdingAPIGameActivatedEventEmitter").Emit();
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}
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}
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}
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@ -21,7 +21,7 @@ namespace GamecraftModdingAPI.Events
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{
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// Event emitters and handlers should already be registered by GameActivatedPatch
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Logging.Log("Dispatching Game Reloaded event");
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Manager.GetEventEmitter("GamecraftModdingAPIGameReloadedEventEmitter").Emit();
|
||||
EventManager.GetEventEmitter("GamecraftModdingAPIGameReloadedEventEmitter").Emit();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ namespace GamecraftModdingAPI.Events
|
|||
{
|
||||
// Event emitters and handlers should already be registered by GameActivated event
|
||||
Logging.Log("Dispatching Game Switched To event");
|
||||
Manager.GetEventEmitter("GamecraftModdingAPIGameSwitchedToEventEmitter").Emit();
|
||||
EventManager.GetEventEmitter("GamecraftModdingAPIGameSwitchedToEventEmitter").Emit();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,15 +23,15 @@ namespace GamecraftModdingAPI.Events
|
|||
{
|
||||
// A new EnginesRoot is always created when ActivateMenu is called
|
||||
// so all event emitters and handlers must be re-registered.
|
||||
Manager.RegisterEngines(____frontEndEnginesRoot);
|
||||
EventManager.RegisterEngines(____frontEndEnginesRoot);
|
||||
if (firstLoad)
|
||||
{
|
||||
firstLoad = false;
|
||||
Logging.Log("Dispatching App Init event");
|
||||
Manager.GetEventEmitter("GamecraftModdingAPIApplicationInitializedEventEmitter").Emit();
|
||||
EventManager.GetEventEmitter("GamecraftModdingAPIApplicationInitializedEventEmitter").Emit();
|
||||
}
|
||||
Logging.Log("Dispatching Menu Activated event");
|
||||
Manager.GetEventEmitter("GamecraftModdingAPIMenuActivatedEventEmitter").Emit();
|
||||
EventManager.GetEventEmitter("GamecraftModdingAPIMenuActivatedEventEmitter").Emit();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ namespace GamecraftModdingAPI.Events
|
|||
{
|
||||
// Event emitters and handlers should already be registered by MenuActivated event
|
||||
Logging.Log("Dispatching Menu Switched To event");
|
||||
Manager.GetEventEmitter("GamecraftModdingAPIMenuSwitchedToEventEmitter").Emit();
|
||||
EventManager.GetEventEmitter("GamecraftModdingAPIMenuSwitchedToEventEmitter").Emit();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,7 +11,7 @@ namespace GamecraftModdingAPI.Events
|
|||
/// <summary>
|
||||
/// A simple implementation of IEventEmitterEngine sufficient for most uses
|
||||
/// </summary>
|
||||
class SimpleEventEmitterEngine : IEventEmitterEngine
|
||||
public class SimpleEventEmitterEngine : IEventEmitterEngine
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public object type { get; set; }
|
||||
|
|
|
@ -10,7 +10,7 @@ namespace GamecraftModdingAPI.Events
|
|||
/// <summary>
|
||||
/// A simple implementation of IEventHandlerEngine sufficient for most uses
|
||||
/// </summary>
|
||||
class SimpleEventHandlerEngine : IEventHandlerEngine
|
||||
public class SimpleEventHandlerEngine : IEventHandlerEngine
|
||||
{
|
||||
public object type { get; set; }
|
||||
public string Name { get; set; }
|
||||
|
@ -53,15 +53,22 @@ namespace GamecraftModdingAPI.Events
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// Construct the engine
|
||||
/// </summary>
|
||||
/// <param name="activated"></param>
|
||||
/// <param name="removed"></param>
|
||||
/// <param name="type"></param>
|
||||
/// <param name="name"></param>
|
||||
/// <param name="activated">The operation to do when the event is created</param>
|
||||
/// <param name="removed">The operation to do when the event is destroyed (if applicable)</param>
|
||||
/// <param name="type">The type of event to handle</param>
|
||||
/// <param name="name">The name of the engine</param>
|
||||
public SimpleEventHandlerEngine(Action activated, Action removed, object type, string name)
|
||||
: this((IEntitiesDB _) => { activated.Invoke(); }, (IEntitiesDB _) => { removed.Invoke(); }, type, name) { }
|
||||
|
||||
/// <summary>
|
||||
/// Construct the engine
|
||||
/// </summary>
|
||||
/// <param name="activated">The operation to do when the event is created</param>
|
||||
/// <param name="removed">The operation to do when the event is destroyed (if applicable)</param>
|
||||
/// <param name="type">The type of event to handler</param>
|
||||
/// <param name="name">The name of the engine</param>
|
||||
public SimpleEventHandlerEngine(Action<IEntitiesDB> activated, Action<IEntitiesDB> removed, object type, string name)
|
||||
{
|
||||
this.type = type;
|
||||
|
|
|
@ -22,12 +22,12 @@ namespace GamecraftModdingAPI
|
|||
harmony.PatchAll(currentAssembly);
|
||||
}
|
||||
// create default event emitters
|
||||
Manager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.ApplicationInitialized, "GamecraftModdingAPIApplicationInitializedEventEmitter", false));
|
||||
Manager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Menu, "GamecraftModdingAPIMenuActivatedEventEmitter", false));
|
||||
Manager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.MenuSwitchedTo, "GamecraftModdingAPIMenuSwitchedToEventEmitter", false)); // TODO
|
||||
Manager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Game, "GamecraftModdingAPIGameActivatedEventEmitter", false));
|
||||
Manager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameReloaded, "GamecraftModdingAPIGameReloadedEventEmitter", false)); // TODO
|
||||
Manager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameSwitchedTo, "GamecraftModdingAPIGameSwitchedToEventEmitter", false)); // TODO
|
||||
EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.ApplicationInitialized, "GamecraftModdingAPIApplicationInitializedEventEmitter", false));
|
||||
EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Menu, "GamecraftModdingAPIMenuActivatedEventEmitter", false));
|
||||
EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.MenuSwitchedTo, "GamecraftModdingAPIMenuSwitchedToEventEmitter", false)); // TODO
|
||||
EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Game, "GamecraftModdingAPIGameActivatedEventEmitter", false));
|
||||
EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameReloaded, "GamecraftModdingAPIGameReloadedEventEmitter", false)); // TODO
|
||||
EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameSwitchedTo, "GamecraftModdingAPIGameSwitchedToEventEmitter", false)); // TODO
|
||||
Logging.Log($"{currentAssembly.GetName().Name} {currentAssembly.GetName().Version} init & patch complete");
|
||||
}
|
||||
|
||||
|
|
|
@ -1,12 +1,18 @@
|
|||
using System;
|
||||
using System.Reflection;
|
||||
using Harmony;
|
||||
|
||||
using GamecraftModdingAPI.Commands;
|
||||
using GamecraftModdingAPI.Events;
|
||||
using GamecraftModdingAPI.Utility;
|
||||
|
||||
namespace GamecraftModdingAPI.Tests
|
||||
{
|
||||
// unused by design
|
||||
/// <summary>
|
||||
/// Modding API implemented as a standalone IPA Plugin.
|
||||
/// Ideally, GamecraftModdingAPI should be loaded by another mod; not itself
|
||||
/// </summary>
|
||||
public class GamecraftModdingAPIPluginTest
|
||||
#if DEBUG
|
||||
: IllusionPlugin.IEnhancedPlugin
|
||||
|
@ -37,21 +43,27 @@ namespace GamecraftModdingAPI.Tests
|
|||
//MinimumSpecsCheckPatch.ForcePassMinimumSpecCheck = true;
|
||||
|
||||
// debug/test handlers
|
||||
Manager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("App Inited event!"); }, () => { },
|
||||
EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("App Inited event!"); }, () => { },
|
||||
EventType.ApplicationInitialized, "appinit API debug"));
|
||||
Manager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Menu Activated event!"); },
|
||||
EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Menu Activated event!"); },
|
||||
() => { Logging.Log("Menu Destroyed event!"); },
|
||||
EventType.Menu, "menuact API debug"));
|
||||
Manager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Menu Switched To event!"); }, () => { },
|
||||
EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Menu Switched To event!"); }, () => { },
|
||||
EventType.MenuSwitchedTo, "menuswitch API debug"));
|
||||
Manager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Activated event!"); },
|
||||
EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Activated event!"); },
|
||||
() => { Logging.Log("Game Destroyed event!"); },
|
||||
EventType.Game, "gameact API debug"));
|
||||
Manager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Reloaded event!"); }, () => { },
|
||||
EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Reloaded event!"); }, () => { },
|
||||
EventType.GameReloaded, "gamerel API debug"));
|
||||
Manager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Switched To event!"); }, () => { },
|
||||
EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Switched To event!"); }, () => { },
|
||||
EventType.GameSwitchedTo, "gameswitch API debug"));
|
||||
|
||||
// debug/test commands
|
||||
CommandManager.AddCommand(new SimpleCustomCommandEngine(() => { UnityEngine.Application.Quit(); },
|
||||
"Exit", "Close Gamecraft without any prompts"));
|
||||
CommandManager.AddCommand(new SimpleCustomCommandEngine<float>((float d) => { UnityEngine.Camera.main.fieldOfView = d; },
|
||||
"SetFOV", "Set the player camera's field of view"));
|
||||
|
||||
}
|
||||
|
||||
public void OnFixedUpdate() { }
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Reflection;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
@ -158,14 +158,14 @@ namespace GamecraftModdingAPI.Utility
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Write a descriptive message to Gamecraft's log including the current time and the DLL's name
|
||||
/// Write a descriptive message to Gamecraft's log including the current time and the calling method's name
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to log</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void MetaLog(object obj)
|
||||
{
|
||||
var callAsm = Assembly.GetCallingAssembly();
|
||||
Log($"[{DateTime.Now.ToString()}][{callAsm.GetName().Name}]{obj.ToString()}");
|
||||
var method = (new StackTrace()).GetFrame(1).GetMethod();
|
||||
Log($"[{DateTime.Now.ToString()}][{method.DeclaringType.Name}.{method.Name}]{obj.ToString()}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
1
ref2
1
ref2
|
@ -1 +0,0 @@
|
|||
Z:/
|
Loading…
Reference in a new issue