Improve documentation with examples
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README.md
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README.md
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@ -9,16 +9,23 @@ You should download the latest release and extract it to the Gamecraft folder.
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To patch, drag `Gamecraft.exe` onto `IPA.exe`. You will need to redo this step whenever Gamecraft is updated.
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2. Extract the ExtraCommands zip into Gamecraft's `Plugins\` folder (GCIPA should have created this automatically in the previous step). You should see `0Harmony.dll` and `ExtraCommands.dll` in the `Plugins\` folder. If those files are in another folder in `Plugins\` it will not work.
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3. Launch Gamecraft.
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You can check the log file `%APPDATA%\..\LocalLow\FreeJam\RobocraftX\Player.log` to confirm.
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You can check the log file `%APPDATA%\..\LocalLow\FreeJam\Gamecraft\Player.log` to confirm.
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You should be able to see a message near the top showing how many plugins have been loaded and their names.
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## Development
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Interested in making your own mod?
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Clone this repository and modify the C# classes in `extracommands\`.
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Patch Gamecraft with [GCIPA](#installation)
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Build the solution and copy `bin\Debug\net45\extracommands.dll` and `bin\Debug\net45\0Harmony.dll` into Gamecraft's `Plugins\` folder.
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Interested in adding your own commands?
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Clone this repository and create a C# class file in `extracommands\`.
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A template command is provided in `ExampleCommandEngine.cs` which you can copy to get started.
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It's recommended that you create a symbolic link named `ref` in the root directory of this project linked to the folder containing Gamecraft `.dll` files.
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### Testing
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Patch Gamecraft with [GCIPA](#installation).
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Create a symbolic link named `ref` in the root directory of this project linked to the folder containing Gamecraft `.dll` files (to resolve dependencies).
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Build the solution and copy `bin\Debug\net45\extracommands.dll` and `bin\Debug\net45\0Harmony.dll` into Gamecraft's `Plugins\` folder.
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Load a game and try out your command in the command line interface in Gamecraft.
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### External Documentation
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More information about the IPlugin and IEnhancedPlugin interface can be found [on the IPA repository](https://github.com/Eusth/IPA).
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More information about Harmony can be found [on the Harmony wiki](https://github.com/pardeike/Harmony/wiki).
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63
extracommands/ExampleCommandEngine.cs
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63
extracommands/ExampleCommandEngine.cs
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using System;
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using RobocraftX.GUI.CommandLine;
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using RobocraftX.Multiplayer;
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using RobocraftX.StateSync;
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using RobocraftX.Character;
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using Svelto.ECS;
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using Unity.Entities;
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using UnityEngine;
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using uREPL;
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using Svelto.Context;
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using RobocraftX;
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// checklist of things to rename to make this command your own:
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// [ ] namespace ExtraCommands.Example -> namespace ExtraCommands.[your command's namespace]
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// [ ] class ExampleCommandEngine : CustomCommandEngine -> class [your command name]CommandEngine : CustomCommandEngine
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// [ ] public ExampleCommandEngine(UnityContext<... -> public [your command name]CommandEngine(UnityContext<...
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// [ ] CustomCommandUtility.Register("[your command name]", [your command name]Command, "[your command description]")
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// [ ] private void ExampleCommand() -> private void [your command name]Command()
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// [ ] CustomCommandUtility.Unregister("[your command name]")
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//
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// For aesthetics, I'd recommend using PascalCase (first letter in every word is uppercase; spaces are illegal*)
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// * You can use spaces in your command description, but nowhere else. The description should be written like a normal English sentence.
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namespace ExtraCommands.Example
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{
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// !!! Uncomment the line below this !!!
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// [CustomCommand("Example")]
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class ExampleCommandEngine : CustomCommandEngine
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{
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// This class is a custom implementation of CustomCommandEngine specific to this command
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// You can use Svelto.ECS.IEntityDB entitiesDB to query game entities or one of the protected variables for other things
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// More documentation on Svelto.ECS: https://github.com/sebas77/Svelto.ECS
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// Unfortunately the documentation is severely lacking and out of date; you may have better luck decompiling Svelto.ECS.dll
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// See CustomCommandEngine.cs for more information on the super class
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public ExampleCommandEngine(UnityContext<FullGameCompositionRoot> ctxHolder, EnginesRoot enginesRoot, World physW, Action reloadGame, MultiplayerInitParameters mpParams) : base(ctxHolder, enginesRoot, physW, reloadGame, mpParams)
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{
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}
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// Ready() is called when the command is registered in-game (this happens whenever you load a game)
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public override void Ready()
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{
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// CustomCommandUtility.Register has multiple overloads depending on how many parameters you want to pass to your command
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// See CustomCommandUtility.cs for more information
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CustomCommandUtility.Register("Example", ExampleCommand, "This is an example command which does nothing!");
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}
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// ExampleCommand() is called whenever the command is executed. This can accept up to three parameters
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// Please rename this, but don't forget to change the name in CustomCommandUtility.Register as well
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private void ExampleCommand()
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{
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// command operations go here
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}
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// Dispose() is called when the command is unregistered in-game (this happens whenever you leave a game)
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public override void Dispose()
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{
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// You must unregister the command so it doesn't waste memory and so
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// it can be re-registered next time
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CustomCommandUtility.Unregister("Example");
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}
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}
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}
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