ModScriptBasics: Difference between revisions
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Basics-Scripting (C#) | Basics-Scripting (C#) <br> | ||
This page is in work! - needs code block formatting in particular. | This page is in work! - needs code block formatting in particular. | ||
=Basics= | =Basics= | ||
Revision as of 16:35, 7 January 2023
Basics-Scripting (C#)
This page is in work! - needs code block formatting in particular.
Basics
For now follow the Rimworld setup but instead of the Rimworld dll use Game.dll from the respective TheColonists folder.
[1](https://rimworldwiki.com/wiki/Modding_Tutorials/Setting_up_a_solution)
Framework Sample
This is a basic class which sets up Harmony, registers a custom tech and contains a Harmony prefix for when a player completes a research.
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace TestMod2 {
public class TestMod2 {
static public int CUSTOM_TECH_1_ID = 200;
[StaticConstructorOnStartup]
public static int Init() {
Harmony.DEBUG = true;
var harmony = new Harmony("testmod2");
FileLog.Log("testing harmony logging");
harmony.PatchAll();
SerialiseFactory.AddCustom(typeof(TechInfo), (byte) CUSTOM_TECH_1_ID, typeof(CustomTechInfo));
Debug.Log("#TestMod2# Init Complete!");
return 2;
}
}
[HarmonyPatch(typeof(Player), "OnTechResearched")]
class Patch {
static void Prefix(TechID techId) {
Debug.Log("#TestMod2# OnTechResearched:" + techId);
if((int) techId == TechMod2.CUSTOM_TECH_1_ID) {
FileLog.Log("custom tech researched - myVar: " + techId.ToInfo<CustomTechInfo>().myVar);
}
}
}
}