Add custom block registration functionality and a test
This commit is contained in:
parent
a7f6a16231
commit
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4 changed files with 204 additions and 244 deletions
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@ -213,7 +213,7 @@ namespace GamecraftModdingAPI
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throw new BlockTypeException("The block has the wrong group! The type is " + GetType() +
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" while the group is " + id.groupID);
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}
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else if (type != typeof(Block))
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else if (type != typeof(Block) && !typeof(CustomBlock).IsAssignableFrom(type))
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Logging.LogWarning($"Unknown block type! Add {type} to the dictionary.");
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}
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@ -1,9 +1,11 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using DataLoader;
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using GamecraftModdingAPI.App;
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using GamecraftModdingAPI.Utility;
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using GPUInstancer;
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using HarmonyLib;
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@ -11,8 +13,8 @@ using RobocraftX.Blocks;
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using RobocraftX.Common;
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using RobocraftX.Rendering;
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using Svelto.DataStructures;
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using Svelto.ECS;
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using Svelto.Tasks;
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using Unity.Entities;
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using Unity.Entities.Conversion;
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using Unity.Physics;
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using UnityEngine;
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@ -24,264 +26,113 @@ using ScalingPermission = DataLoader.ScalingPermission;
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namespace GamecraftModdingAPI.Blocks
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{
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public class CustomBlock
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public class CustomBlock : Block
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{
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private static ushort nextID = 500;
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public static void RegisterCustomBlock(string path)
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/// <summary>
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/// Key: Prefab path
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/// </summary>
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private static Dictionary<string, Type> _customBlocks = new Dictionary<string, Type>();
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private static bool _canRegister = true;
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/// <summary>
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/// Register a custom block type. Call it as soon as possible (in OnApplicationStart()).<br />
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/// You need a Unity project with Addressables and Havok installed and need a prefab added as an addressable asset.
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/// Build the addressables and the project and copy the catalog.json from StreamingAssets, you'll need to reference this file.
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/// Also copy the asset files from the subfolder to the same path in the game.
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/// </summary>
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/// <typeparam name="T">The custom block type</typeparam>
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public static void RegisterCustomBlock<T>() where T : CustomBlock
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{
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var prefabData = new List<PrefabData>();
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//category ID:
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//0 - regular
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//1 - joint
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//2 - controller
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uint prefabId = PrefabsID.FetchNewPrefabID(PrefabsID.GenerateDBID(0, nextID++));
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prefabData.Add(new PrefabData()
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{
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prefabName = path,
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prefabId = prefabId
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});
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var loadTask = Addressables.LoadAssetAsync<GameObject>(path);
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AccessTools.Method("RobocraftX.Common.ECSGPUIResourceManager:RegisterPrefab")
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.Invoke(ECSGPUIResourceManager.Instance, new object[] {prefabId, loadTask.Result, 1});
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if (!_canRegister)
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throw new InvalidOperationException(
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"It's too late to register custom blocks. Register it before the game starts loading.");
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var type = typeof(T);
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var attr = type.GetCustomAttribute<CustomBlockAttribute>();
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if (attr == null)
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throw new ArgumentException("The custom block type is missing the CustomBlock annotation");
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string typeName = type.FullName ??
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throw new ArgumentException("The given block type doesn't have a concrete full name.");
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if (!File.Exists(attr.Catalog))
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throw new FileNotFoundException("The specified catalog cannot be found for " + typeName);
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_customBlocks.Add(attr.AssetPath, type);
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Logging.MetaDebugLog("Registered custom block type " + typeName);
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}
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public CustomBlock(EGID id) : base(id)
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{
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if (id.groupID != Group)
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throw new BlockTypeException("The block is not a custom block! It has a group of " + id.groupID);
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}
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public CustomBlock(uint id) : this(new EGID(id, Group))
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{
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}
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public static ExclusiveGroup Group { get; } = new ExclusiveGroup("Custom block");
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[HarmonyPatch]
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public static class Patch
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{
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/*public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
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{
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var list = new List<CodeInstruction>(instructions);
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try
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{
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*int index = -1;
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CodeInstruction loadTask = null;
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for (var i = 0; i < list.Count - 1; i++)
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{
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if (list[i].opcode == OpCodes.Ldfld
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&& ((string) list[i].operand).Contains("renderingWorld")
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&& list[i + 1].opcode == OpCodes.Brfalse_S)
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index = i - 1; //It loads 'this' first
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if (list[i].opcode == OpCodes.Ldflda
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&& ((string) list[i].operand).Contains("loadTask"))
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loadTask = new CodeInstruction(list[i]);
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}*
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var array = new[]
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{
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//Set Yield.It to be returned (current)
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new CodeInstruction(OpCodes.Ldarg_0), // this
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new CodeInstruction(OpCodes.Ldsfld,
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typeof(Yield).GetField("It", BindingFlags.Public | BindingFlags.Static)),
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new CodeInstruction(OpCodes.Stfld, "object RobocraftX.Common.ECSResourceManagerUtility/'<RegisterPrefabs>d__0'::'<>2__current'"),
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//Set which yield return we're at (state)
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new CodeInstruction(OpCodes.Ldarg_0), // this
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new CodeInstruction(OpCodes.Ldc_I4_1),
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//new CodeInstruction(OpCodes.Call, ((Action<StringBuffer>)AddInfo).Method)
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};
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list.InsertRange(index, array);
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*
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IL_00ad: ldarg.0 // this
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IL_00ae: ldsfld class [Svelto.Tasks]Svelto.Tasks.Yield [Svelto.Tasks]Svelto.Tasks.Yield::It
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IL_00b3: stfld object RobocraftX.Common.ECSResourceManagerUtility/'<RegisterPrefabs>d__0'::'<>2__current'
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IL_0072: ldarg.0 // this
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IL_0073: ldnull
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IL_0074: stfld object RobocraftX.Common.ECSResourceManagerUtility/'<RegisterPrefabs>d__0'::'<>2__current'
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IL_0079: ldarg.0 // this
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IL_007a: ldc.i4.2
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IL_007b: stfld object RobocraftX.Common.ECSResourceManagerUtility/'<RegisterPrefabs>d__0'::'<>1__state'
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IL_0080: ldc.i4.1
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IL_0081: ret
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*
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yield break;
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}
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catch (Exception e)
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{
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Logging.LogWarning("Failed to inject AddInfo method for the debug display!\n" + e);
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}
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}*/
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private static Material[] materials;
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public static void Prefix(List<PrefabData> prefabData, IList<GameObject> prefabs)
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{
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/*foreach (var block in blocks.Values.Cast<CubeListData>())
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for (var index = 0; index < prefabs.Count; index++)
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{
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Console.WriteLine("Block info: " + block);
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}*/
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/*var res = Addressables.LoadContentCatalogAsync("customCatalog.json");
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while (!res.IsDone) yield return Yield.It;*/
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foreach (var gameObject in prefabs)
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{
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switch (gameObject.name)
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{
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case "Cube":
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gameObject.GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials = materials;
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break;
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case "CTR_CommandBlock":
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materials = gameObject.GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials;
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break;
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if (prefabData[index].prefabName == "ConsoleBlock")
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materials = prefabs[index].GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials;
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}
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for (var index = 0; index < prefabs.Count; index++)
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{
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if (_customBlocks.ContainsKey(prefabData[index].prefabName)) //This is a custom block
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prefabs[index].GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials = materials;
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}
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}
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public static MethodBase TargetMethod()
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{ //General block registration
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//return AccessTools.Method("RobocraftX.Blocks.BlocksCompositionRoot:RegisterPartPrefabs");
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return AccessTools.Method("RobocraftX.Rendering.ECSGPUIResourceManager:InitPreRegisteredPrefabs");
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}
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}
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/*[HarmonyPatch]
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public static class RendererPatch
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{
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private static Material[] materials;
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public static void Prefix(uint prefabID, GameObject gameObject)
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{
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Console.WriteLine("ID: " + prefabID + " - Name: " + gameObject.name);
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if (gameObject.name == "Cube")
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{
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//Console.WriteLine("Length: " + gameObject.GetComponentsInChildren<MeshRenderer>().Length);
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if (materials != null)
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gameObject.GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials = materials;
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/*ECSGPUIResourceManager.Instance.RegisterGhostsPrefabsAtRuntime(
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new[] {new PrefabData {prefabId = prefabID, prefabName = "Assets/Prefabs/Cube.prefab"}},
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new List<GameObject> {gameObject});#1#
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GameObject go = Object.Instantiate(gameObject);
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go.SetActive(false);
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AccessTools.Method("RobocraftX.Rendering.ECSGPUIResourceManager:RegisterNewPrefabAtRuntime")
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.Invoke(ECSGPUIResourceManager.Instance,
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new object[] {(uint) ((int) prefabID * 2 + 1), gameObject, true});
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//ECSGPUIResourceManager.Instance.RegisterNewPrefabAtRuntime((uint) ((int)prefabID * 2 + 1), gameObject, true); //.isOcclusionCulling = false;
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UnityEngine.Object.Destroy(gameObject);
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GPUInstancerAPI.AddInstancesToPrefabPrototypeAtRuntime(ECSGPUIResourceManager.Instance.prefabManager,
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gameObject.GetComponent<GPUInstancerPrefab>().prefabPrototype, new[] {gameObject});
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Console.WriteLine("Registered prefab to instancer");
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/*var register = AccessTools.Method("RobocraftX.Common.ECSPhysicResourceManager:RegisterPrefab",
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new[] {typeof(uint), typeof(GameObject), typeof(World), typeof(BlobAssetStore)});
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register.Invoke(ECSPhysicResourceManager.Instance,
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new object[] {prefabID, gameObject, MGPatch.data.Item1, MGPatch.data.Item2});#1#
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/*Console.WriteLine(
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"Entity: " + ECSPhysicResourceManager.Instance.GetUECSPhysicEntityPrefab(prefabID));
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Console.WriteLine("Prefab ID: " + PrefabsID.DBIDMAP[500]);
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PhysicsCollider componentData = MGPatch.data.Item1.EntityManager.GetComponentData<PhysicsCollider>(ECSPhysicResourceManager.Instance.GetUECSPhysicEntityPrefab(prefabID));
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Console.WriteLine("Collider valid: " + componentData.IsValid);
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unsafe
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{
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Console.WriteLine("Collider type: " + componentData.ColliderPtr->Type);
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CollisionFilter filter = componentData.Value.Value.Filter;
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Console.WriteLine("Filter not empty: " + !filter.IsEmpty);
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}#1#
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//MGPatch.data.Item1.EntityManager.GetComponentData<>()
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gameObject.AddComponent<BoxCollider>();
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gameObject.AddComponent<Transform>();
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Console.WriteLine("Registered prefab to physics");
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ECSGPUIResourceManager.Instance.RegisterGhostsPrefabsAtRuntime();
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}
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else if (gameObject.name == "CTR_CommandBlock")
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materials = gameObject.GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials;
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}
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public static MethodBase TargetMethod()
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{RobocraftX.Common.ECSGPUIResourceManager.RegisterPrefab
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return AccessTools.Method("RobocraftX.Common.ECSGPUIResourceManager:RegisterPrefab",
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new[] {typeof(uint), typeof(GameObject)});
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}
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}*/
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[HarmonyPatch]
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public static class RMPatch
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public static class CubeRegistrationPatch
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{
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public static void Prefix(World physicsWorld,
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GameObjectConversionSystem getExistingSystem,
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FasterList<GameObject> gos,
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List<PrefabData> prefabData)
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public static void Prefix(IDataDB dataDB)
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{
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Console.WriteLine("First game object data:\n" + gos[0].GetComponents<Component>()
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.Select(c => c + " - " + c.name + " " + c.GetType())
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.Aggregate((a, b) => a + "\n" + b));
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for (var index = 0; index < prefabData.Count; index++)
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//var abd = dataDB.GetValue<CubeListData>((int) BlockIDs.AluminiumCube);
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foreach (var (key, type) in _customBlocks)
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{
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var data = prefabData[index];
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if (!data.prefabName.EndsWith("Cube.prefab")) continue;
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//getExistingSystem.DeclareLinkedEntityGroup(gos[index]);
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/*Entity entity = GameObjectConversionUtility.ConvertGameObjectHierarchy(gos[index],
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GameObjectConversionSettings.FromWorld(physicsWorld, MGPatch.data.Item2));*/
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Console.WriteLine("Transform: " + gos[index].transform.childCount);
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Entity primaryEntity = getExistingSystem.GetPrimaryEntity(gos[index]);
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MultiListEnumerator<Entity> entities = getExistingSystem.GetEntities(gos[index]);
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Console.WriteLine("ID: " + data.prefabId + " - Name: " + data.prefabName);
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Console.WriteLine("Primary entity: " + primaryEntity);
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EntityManager entityManager = physicsWorld.EntityManager;
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Console.WriteLine("Has collider: " + entityManager.HasComponent<PhysicsCollider>(primaryEntity));
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while (entities.MoveNext())
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{
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Entity current = entities.Current;
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Console.WriteLine("Entity " + current + " has collider: " +
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entityManager.HasComponent<PhysicsCollider>(current));
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}
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Console.WriteLine("Adding GPUI prefab");
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((GPUInstancerPrefabManager) GPUInstancerManager.activeManagerList.Single(gim =>
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gim is GPUInstancerPrefabManager))
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.AddRuntimeRegisteredPrefab(gos[index].GetComponent<GPUInstancerPrefab>());
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Console.WriteLine("Added GPUI prefab");
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}
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}
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public static MethodBase TargetMethod()
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{
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return AccessTools.Method("RobocraftX.Blocks.ECSResourceManagerUtility:RelinkEntities",
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new[]
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{
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typeof(World),
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typeof(GameObjectConversionSystem),
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typeof(FasterList<GameObject>),
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typeof(List<PrefabData>)
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});
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}
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}
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[HarmonyPatch]
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public static class MGPatch
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{
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internal static (World, BlobAssetStore) data;
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public static void Prefix(World physicsWorld, BlobAssetStore blobStore, IDataDB dataDB)
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{
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data = (physicsWorld, blobStore);
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//RobocraftX.CR.MachineEditing.UpdateSelectedGhostBlockEngine.UpdateGhostBlock
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//var cld = (CubeListData) ((DataImplementor) dataDB).CreateDataObject("500", typeof(CubeListData), null);
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var abd = dataDB.GetValue<CubeListData>((int) BlockIDs.AluminiumCube);
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var attr = type.GetCustomAttribute<CustomBlockAttribute>();
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var cld = new CubeListData
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{
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cubeType = CubeType.Block,
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cubeCategory = CubeCategory.General,
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inventoryCategory = InventoryCategory.Shapes,
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ID = 500,
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Path = "Assets/Prefabs/Cube.prefab", //Index out of range exception: Asset failed to load (wrong path)
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SpriteName = "CTR_CommandBlock",
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CubeNameKey = "strConsoleBlock",
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{ //"Assets/Prefabs/Cube.prefab" - "CTR_CommandBlock" - "strConsoleBlock"
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cubeType = attr.Type,
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cubeCategory = attr.Category,
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inventoryCategory = attr.InventoryCategory,
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ID = nextID++,
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Path = attr.AssetPath, //Index out of range exception: Asset failed to load (wrong path)
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SpriteName = attr.SpriteName,
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CubeNameKey = attr.NameKey,
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CubeDescriptionKey = attr.DescKey,
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SelectableFaces = new[] {0, 1, 2, 3, 4, 5},
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GridScale = new[] {1, 1, 1},
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Mass = 1,
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Material = abd.Material,
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scalingPermission = ScalingPermission.NonUniform,
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SortIndex = 12,
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DefaultColour = (byte) BlockColors.Lime,
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Volume = 1f,
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timeRunningCollision = TimeRunningCollision.Enabled,
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IsIsolator = false,
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GridScale = new[] {5, 5, 5},
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Mass = attr.Mass,
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Material = attr.Material,
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scalingPermission = attr.ScalingPermission,
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SortIndex = attr.SortIndex,
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DefaultColour = attr.DefaultColor.Index,
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Volume = attr.Volume,
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EdgeConnectingFaces = new[] {0, 1, 2, 3, 4, 5},
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PointDataVolumeMultiplier = 1f
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};
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Console.WriteLine("Aluminium block data:\n" + abd);
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Console.WriteLine("Material: " + abd.Material);
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dataDB.GetValues<CubeListData>().Add("500", cld); //The registration needs to happen after the ID has been set
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dataDB.GetFasterValues<CubeListData>().Add(500, cld);
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//RobocraftX.ExplosionFragments.Engines.PlayFragmentExplodeEngine.PlayRigidBodyEffect
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dataDB.GetValues<CubeListData>().Add(cld.ID.ToString(), cld); //The registration needs to happen after the ID has been set
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dataDB.GetFasterValues<CubeListData>().Add(cld.ID, cld); //So can't use the builtin method to create a CubeListData
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}
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_canRegister = false;
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}
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public static MethodBase TargetMethod()
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@ -292,16 +143,15 @@ namespace GamecraftModdingAPI.Blocks
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public static IEnumerator Prep()
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{ //TODO: Don't let the game load until this finishes
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Console.WriteLine("Loading custom catalog...");
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var res = Addressables.LoadContentCatalogAsync("customCatalog.json");
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foreach (var type in _customBlocks.Values)
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{
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var attr = type.GetCustomAttribute<CustomBlockAttribute>();
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Logging.Log("Loading custom block catalog " + attr.Catalog);
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var res = Addressables.LoadContentCatalogAsync(attr.Catalog);
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while (!res.IsDone) yield return Yield.It;
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Console.WriteLine("Loaded custom catalog: " + res.Result.LocatorId);
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Logging.Log("Loaded custom block catalog: " + res.Result.LocatorId);
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Addressables.AddResourceLocator(res.Result);
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/*Console.WriteLine("Loading Cube asset...");
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var loadTask = Addressables.LoadAssetAsync<GameObject>("Assets/Cube.prefab");
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while (!loadTask.IsDone) yield return Yield.It;
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Console.WriteLine("Exception: "+loadTask.OperationException);
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Console.WriteLine("Result: " + loadTask.Result.name);*/
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}
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}
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}
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}
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85
GamecraftModdingAPI/Blocks/CustomBlockAttribute.cs
Normal file
85
GamecraftModdingAPI/Blocks/CustomBlockAttribute.cs
Normal file
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@ -0,0 +1,85 @@
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using System;
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using DataLoader;
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namespace GamecraftModdingAPI.Blocks
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{
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[AttributeUsage(AttributeTargets.Class)]
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public class CustomBlockAttribute : Attribute
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{
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/// <summary>
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/// Custom block attribute necessary for configuration.
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/// </summary>
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/// <param name="catalog">File path to the catalog.json that holds asset references for the custom block</param>
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/// <param name="assetPath">The path/address to the block's prefab specified in Unity</param>
|
||||
/// <param name="nameKey">The translation key for the block's name</param>
|
||||
/// <param name="spriteName">The path to the inventory sprite for the block, console block by default</param>
|
||||
/// <param name="descKey">The translation key for the block's description</param>
|
||||
public CustomBlockAttribute(string catalog, string assetPath, string nameKey,
|
||||
string spriteName = "CTR_CommandBlock", string descKey = "")
|
||||
{
|
||||
Catalog = catalog;
|
||||
AssetPath = assetPath;
|
||||
SpriteName = spriteName;
|
||||
NameKey = nameKey;
|
||||
DescKey = descKey;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The location of the catalog.json file used to find assets for this block.
|
||||
/// </summary>
|
||||
public string Catalog { get; }
|
||||
/// <summary>
|
||||
/// The asset path/address for the block's prefab.
|
||||
/// </summary>
|
||||
public string AssetPath { get; }
|
||||
/// <summary>
|
||||
/// The name of the sprite used in the inventory.
|
||||
/// </summary>
|
||||
public string SpriteName { get; }
|
||||
/// <summary>
|
||||
/// The translation key for the block's name.
|
||||
/// </summary>
|
||||
public string NameKey { get; }
|
||||
/// <summary>
|
||||
/// The translation key for the block's description.
|
||||
/// </summary>
|
||||
public string DescKey { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The block's type - block, joint, light.
|
||||
/// </summary>
|
||||
public CubeType Type { get; set; } = CubeType.Block;
|
||||
/// <summary>
|
||||
/// The block's category, so it's treated as a pre-existing functional block.
|
||||
/// </summary>
|
||||
public CubeCategory Category { get; set; } = CubeCategory.General;
|
||||
/// <summary>
|
||||
/// The block's inventory category.
|
||||
/// </summary>
|
||||
public InventoryCategory InventoryCategory { get; set; } = InventoryCategory.Shapes;
|
||||
/// <summary>
|
||||
/// The block's mass.
|
||||
/// </summary>
|
||||
public float Mass { get; set; } = 1f;
|
||||
/// <summary>
|
||||
/// The key of the material properties this block should use.
|
||||
/// </summary>
|
||||
public string Material { get; set; } = "Aluminium";
|
||||
/// <summary>
|
||||
/// The scaling permission determining what scaling is allowed on this block.
|
||||
/// </summary>
|
||||
public ScalingPermission ScalingPermission { get; set; }
|
||||
/// <summary>
|
||||
/// The sort index in the inventory.
|
||||
/// </summary>
|
||||
public int SortIndex { get; set; }
|
||||
/// <summary>
|
||||
/// The default color of the block when placed.
|
||||
/// </summary>
|
||||
public BlockColor DefaultColor { get; set; }
|
||||
/// <summary>
|
||||
/// The volume of the block.
|
||||
/// </summary>
|
||||
public float Volume { get; set; } = 1f;
|
||||
}
|
||||
}
|
|
@ -1,6 +1,7 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Reflection.Emit;
|
||||
|
@ -291,6 +292,13 @@ namespace GamecraftModdingAPI.Tests
|
|||
.BlockGroup = group;
|
||||
}).Build();
|
||||
|
||||
CommandBuilder.Builder("placeCustomBlock", "Places a custom block, needs a custom catalog and assets.")
|
||||
.Action((float x, float y, float z) =>
|
||||
{
|
||||
Logging.CommandLog("Block placed: " +
|
||||
Block.PlaceNew<TestBlock>((BlockIDs) 500, new float3(0, 0, 0)));
|
||||
}).Build();
|
||||
|
||||
GameClient.SetDebugInfo("InstalledMods", InstalledMods);
|
||||
Block.Placed += (sender, args) =>
|
||||
Logging.MetaDebugLog("Placed block " + args.Type + " with ID " + args.ID);
|
||||
|
@ -361,11 +369,16 @@ namespace GamecraftModdingAPI.Tests
|
|||
Log.Output("Submitted: " + Window.selected.submittedCode);
|
||||
})
|
||||
.Build();
|
||||
/*JObject o1 = JObject.Parse(File.ReadAllText(@"Gamecraft_Data\StreamingAssets\aa\Windows\catalog.json"));
|
||||
JObject o2 = JObject.Parse(File.ReadAllText(@"customCatalog.json"));
|
||||
o1.Merge(o2, new JsonMergeSettings {MergeArrayHandling = MergeArrayHandling.Union});
|
||||
File.WriteAllText(@"Gamecraft_Data\StreamingAssets\aa\Windows\catalog.json", o1.ToString());*/
|
||||
CustomBlock.Prep().RunOn(ExtraLean.UIScheduler);
|
||||
try
|
||||
{
|
||||
CustomBlock.RegisterCustomBlock<TestBlock>();
|
||||
Logging.MetaDebugLog("Registered test custom block");
|
||||
}
|
||||
catch (FileNotFoundException)
|
||||
{
|
||||
Logging.MetaDebugLog("Test custom block catalog not found");
|
||||
}
|
||||
|
||||
#if TEST
|
||||
TestRoot.RunTests();
|
||||
|
@ -429,6 +442,18 @@ namespace GamecraftModdingAPI.Tests
|
|||
return ((Action) MinimumSpecsCheck.CheckRequirementsMet).Method;
|
||||
}
|
||||
}
|
||||
|
||||
[CustomBlock("customCatalog.json", "Assets/Prefabs/Cube.prefab", "strAluminiumCube", SortIndex = 12)]
|
||||
public class TestBlock : CustomBlock
|
||||
{
|
||||
public TestBlock(EGID id) : base(id)
|
||||
{
|
||||
}
|
||||
|
||||
public TestBlock(uint id) : base(id)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue