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<article class="content wrap" id="_content" data-uid="articles.start.dev">
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<h1 id="making-a-mod">Making a mod</h1>
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<h2 id="overview">Overview</h2>
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<p>What follows is a <em>very</em> barebones, and frankly not very useful plugin class, even as a starting point,
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but it should be enough to give a decent idea of how to do quick upgrades of existing mods for those who want to.</p>
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<pre><code class="lang-cs" name="Plugin.cs">using System;
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using IPA;
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using IPA.Logging;
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namespace Demo
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{
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[Plugin(RuntimeOptions.SingleStartInit)]
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internal class Plugin
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{
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public static Logger log { get; private set; }
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[Init]
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public Plugin(Logger logger)
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{
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log = logger;
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log.Debug("Basic plugin running!");
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// setup that does not require game code
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// this is only called once ever, so do once-ever initialization
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}
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[OnStart]
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public void OnStart()
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{
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// setup that requires game code
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}
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[OnExit]
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public void OnExit()
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{
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// teardown
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}
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}
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}
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</code></pre><p>There are basically 4 major concepts here:</p>
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<ol>
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<li><a class="xref" href="../api/IPA.Logging.Logger.html">Logger</a>, the logging system.</li>
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<li><a class="xref" href="../api/IPA.PluginAttribute.html">PluginAttribute</a>, which declares that this class is a plugin and how it should behave.</li>
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<li><a class="xref" href="../api/IPA.InitAttribute.html">InitAttribute</a>, which declares the constructor (and optionally other methods) as being
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used for initialization.</li>
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<li>The lifecycle event attributes <a class="xref" href="../api/IPA.OnStartAttribute.html">OnStartAttribute</a> and <a class="xref" href="../api/IPA.OnExitAttribute.html">OnExitAttribute</a>.</li>
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</ol>
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<p>I reccommend you read the docs for each of those to get an idea for what they do.</p>
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<p>It is worth noting that this example is of a mod that <em>cannot</em> be enabled and disabled at runtime, as marked by
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<a class="xref" href="../api/IPA.RuntimeOptions.html#IPA_RuntimeOptions_SingleStartInit">RuntimeOptions.SingleStartInit</a>.</p>
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<h3 id="what-can-be-changed">What can be changed</h3>
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<p>Before we go adding more functionality, its worth mentioning that that is not the <em>only</em> way to have a plugin set up.</p>
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<p>For starters, we can add another <em>method</em> marked <code>[Init]</code>, and it will be called after the constructor, with the same
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injected parameters, if those are applicable.</p>
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<pre><code class="lang-cs" name="Plugin.cs#Init(Logger)">[Init]
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public void Init(Logger logger)
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{
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// logger will be the same instance as log currently is
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}
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</code></pre><p>If you only had a method marked <code>[Init]</code>, and no constructors marked <code>[Init]</code>, then the plugin type must expose a
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public default constructor. If multiple constructors are marked <code>[Init]</code>, only the one with the most parameters will
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be called.</p>
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<p>You may also mark as many methods as you wish with <code>[Init]</code> and all of them will be called, in no well-defined order on
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initialization. The same is true for <code>[OnStart]</code> and <code>[OnExit]</code>, respectively.</p>
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<h2 id="from-scratch">From Scratch</h2>
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<p>If you are starting from scratch, you will need one other thing to get your plugin up and running: a manifest.</p>
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<p>A basic manifest for that might look a little like this:</p>
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<pre><code class="lang-json" name="manifest.json">{
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"author": "ExampleMan",
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"description": [
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"A demo plugin written for the BSIPA basic tutorial."
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],
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"gameVersion": "1.6.0",
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"id": null,
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"name": "Demo Plugin",
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"version": "0.0.1",
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"links": {
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"project-source": "https://github.com/exampleman/demo-plugin/",
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"donate": "https://ko-fi.com/exampleman"
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},
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}
|
|
</code></pre><p>There is a lot going on there, but most of it should be decently obvious. Among the things that <em>aren't</em> immediately obvious,
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are</p>
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<ul>
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<li><code>id</code>: This represents a unique identifier for the mod, for use by package managers such as BeatMods. It may be null if the
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mod chooses not to support those.</li>
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|
<li><code>features</code>: Don't worry about this for now, this is a not-very-simple thing that will be touched on later.</li>
|
|
</ul>
|
|
<p>In addition, there are a few gatchas with it:</p>
|
|
<ul>
|
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<li><code>description</code>: This can be either a string or an array representing different lines. Markdown formatting is permitted.</li>
|
|
<li><code>gameVersion</code>: This should match <em>exactly</em> with the application version of the game being targeted. While this is not enforced
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by BSIPA, mod repositories like BeatMods may require it match, and it is good practice regardless.</li>
|
|
<li><code>version</code>: This must be a valid SemVer version number for your mod.</li>
|
|
</ul>
|
|
<p>In order for your plugin to load, the manifest must be embedded into the plugin DLL as an embedded resource. This can be set in
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the Visual Studio file properties panel under <code>Build Action</code>, or in the <code>.csproj</code> like so:</p>
|
|
<pre><code class="lang-xml" name="Demo.csproj#manifest"><ItemGroup>
|
|
<EmbeddedResource Include="manifest.json" />
|
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</ItemGroup>
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|
</code></pre><p>At this point, if the main plugin source file and the manifest are in the same source location, and the plugin class is using the
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project's default namespace, the plugin will load just fine. However, this is somewhat difficult both to explain and verify, so I
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recommend you use the the <code>misc.plugin-hint</code> field in your manifest. It can be used like so:</p>
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<pre><code class="lang-json" name="manifest.json#misc.plugin-hint">"misc": {
|
|
"plugin-hint": "Demo.Plugin"
|
|
}
|
|
</code></pre><p>With this, you can set <code>plugin-hint</code> to the full typename of your plugin type, and it will correctly load. This is a hint though,
|
|
and will also try it as a namespace if it fails to find the plugin type. If that fails, it will then fall back to using the manifest's
|
|
embedded namespace.</p>
|
|
<h3 id="a-less-painful-description">A less painful description</h3>
|
|
<p>If you want to have a relatively long or well-formatted description for your mod, it may start to become painful to embed it in a list
|
|
of JSON strings in the manifest. Luckily, there is a way to handle this.</p>
|
|
<p>The first step is to create another embedded file, but this time it should be a Markdown file, perhaps <code>description.md</code>. It may contain
|
|
something like this:</p>
|
|
<pre><code class="lang-markdown" name="description.md"># Demo Plugin
|
|
|
|
A little demo for the BSIPA modding introduction.
|
|
|
|
---
|
|
|
|
WE CAN USE MARKDOWN!!!
|
|
</code></pre><p>Then, in your manifest description, have the first line be something look like this, but replacing <code>Demo.description.md</code> with the fully
|
|
namespaced name of the resource:</p>
|
|
<pre><code class="lang-json" name="manifest.json#description">"#![Demo.description.md]",
|
|
</code></pre><p>Now, when loaded into memory, if anything reads your description metadata, they get the content of that file instead of the content of the
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manifest key.</p>
|
|
<h3 id="configuring-your-plugin">Configuring your plugin</h3>
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|
<p>Something that many plugins want and need is configuration. Fortunately, BSIPA provides a fairly powerful configuration system out of the
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box. To start using it, first create a config class of some kind. Lets take a look at a fairly simple example of this:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#basic">namespace Demo
|
|
{
|
|
public class PluginConfig
|
|
{
|
|
public static PluginConfig Instance { get; set; }
|
|
|
|
public int IntValue { get; set; } = 42;
|
|
|
|
public float FloatValue { get; set; } = 3.14159f;
|
|
}
|
|
}
|
|
</code></pre><p>Notice how the class is both marked <code>public</code> <strong>and</strong> is not marked <code>sealed</code>. For the moment, both of these are necessary. Also notice that
|
|
all of the members are properties. While this doesn't change much now, it will be significant in the near future.</p>
|
|
<p>Now, how do we get this object off of disk? Simple. Back in your plugin class, change your <code>[Init]</code> constructor to look like this:</p>
|
|
<pre><code class="lang-cs" name="Plugin.cs#config-init">[Init]
|
|
public Plugin(Logger logger, Config conf)
|
|
{
|
|
log = logger;
|
|
PluginConfig.Instance = conf.Generated<PluginConfig>();
|
|
log.Debug("Config loaded");
|
|
|
|
// setup that does not require game code
|
|
}
|
|
</code></pre><p>For this to compile, though, we will need to add a few <code>using</code>s:</p>
|
|
<pre><code class="lang-cs" name="Plugin.cs#usings">using IPA.Config;
|
|
using IPA.Config.Stores;
|
|
</code></pre><p>With just this, you have your config automatically loading from disk! It's even reloaded when it gets changed mid-game! You can now access
|
|
it from anywhere by simply accessing <code>PluginConfig.Instance</code>. Make sure you don't accidentally reassign this though, as then you will loose
|
|
your only interaction with the user's preferences.</p>
|
|
<p>By default, it will be named the same as is in your plugin's manifest's <code>name</code> field, and will use the built-in <code>json</code> provider. This means
|
|
that the file that will be loaded from will be <code>UserData/Demo Plugin.json</code> for our demo plugin. You can, however, control both of those by
|
|
applying attributes to the <a class="xref" href="../api/IPA.Config.Config.html">Config</a> parameter, namely <a class="xref" href="../api/IPA.Config.Config.NameAttribute.html">Config.NameAttribute</a> to control the name, and
|
|
<a class="xref" href="../api/IPA.Config.Config.PreferAttribute.html">Config.PreferAttribute</a> to control the type. If the type preferences aren't registered though, it will just fall back to JSON.</p>
|
|
<p>The config's behaviour can be found either later here, or in the remarks section of
|
|
<a class="xref" href="../api/IPA.Config.Stores.GeneratedStore.html#IPA_Config_Stores_GeneratedStore_Generated__1_IPA_Config_Config_System_Boolean_">Generated<T>(Config, Boolean)</a>.</p>
|
|
<p>At this point, your main plugin file should look something like this:</p>
|
|
<pre><code class="lang-cs" name="Plugin.cs">using System;
|
|
using IPA;
|
|
using IPA.Logging;
|
|
using IPA.Config;
|
|
using IPA.Config.Stores;
|
|
|
|
namespace Demo
|
|
{
|
|
[Plugin(RuntimeOptions.SingleStartInit)]
|
|
internal class Plugin
|
|
{
|
|
public static Logger log { get; private set; }
|
|
|
|
[Init]
|
|
public Plugin(Logger logger, Config conf)
|
|
{
|
|
log = logger;
|
|
PluginConfig.Instance = conf.Generated<PluginConfig>();
|
|
log.Debug("Config loaded");
|
|
|
|
// setup that does not require game code
|
|
}
|
|
|
|
[OnStart]
|
|
public void OnStart()
|
|
{
|
|
// setup that requires game code
|
|
}
|
|
|
|
[OnExit]
|
|
public void OnExit()
|
|
{
|
|
// teardown
|
|
}
|
|
}
|
|
}
|
|
</code></pre><hr>
|
|
<p>But what about more complex types than just <code>int</code> and <code>float</code>? What if you want sub-objects?</p>
|
|
<p>Those are supported natively, and so are very easy to set up. We just add this to the config class:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#sub-basic">public class SubThingsObject
|
|
{
|
|
public double DoubleValue { get; set; } = 2.718281828459045;
|
|
}
|
|
|
|
public SubThingsObject SubThings { get; set; } = new SubThingsObject();
|
|
</code></pre><p>Now this object will be automatically read from disk too.</p>
|
|
<p>But there is one caveat to this: because <code>SubThingsObject</code> is a reference type, <em><code>SubThings</code> can be null</em>.</p>
|
|
<p>This is often undesireable. The obvious solution may be to simply change it to a <code>struct</code>, but that is both not supported <em>and</em> potentially
|
|
undesirable for other reasons we'll get to later.</p>
|
|
<p>Instead, you can use <a class="xref" href="../api/IPA.Config.Stores.Attributes.NonNullableAttribute.html">NonNullableAttribute</a>. Change the definition of <code>SubThings</code> to this:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#sub-basic-nonnull">[NonNullable]
|
|
public SubThingsObject SubThings { get; set; } = new SubThingsObject();
|
|
</code></pre><p>And add this to the <code>using</code>s:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#includes-attributes">using IPA.Config.Stores.Attributes;
|
|
</code></pre><p>This attribute tells the serializer that <code>null</code> is an invalid value for the config object. This does, however, require that <em>you</em> take extra care
|
|
ensure that it never becomes null in code, as that will break the serializer.</p>
|
|
<hr>
|
|
<p>What about collection types?</p>
|
|
<p>Well, you can use those too, but you have to use something new: a converter.</p>
|
|
<p>You may be familiar with them if you have used something like the popular Newtonsoft.Json library before. In BSIPA, they lie in the
|
|
<a class="xref" href="../api/IPA.Config.Stores.Converters.html">IPA.Config.Stores.Converters</a> namespace. All converters either implement <a class="xref" href="../api/IPA.Config.Stores.IValueConverter.html">IValueConverter</a> or derive from
|
|
<a class="xref" href="../api/IPA.Config.Stores.ValueConverter-1.html">ValueConverter<T></a>. You will mostly use them with an <a class="xref" href="../api/IPA.Config.Stores.Attributes.UseConverterAttribute.html">UseConverterAttribute</a>.</p>
|
|
<p>To use them, we'll want to import them:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#includes-attributes">using System.Collections.Generic;
|
|
using IPA.Config.Stores;
|
|
using IPA.Config.Stores.Converters;
|
|
</code></pre><p>Then add a field, for example a list field:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#list-basic">[UseConverter(typeof(ListConverter<string>))]
|
|
public List<string> ListValue { get; set; } = new List<string>();
|
|
</code></pre><p>This uses a converter that is provided with BSIPA for <xref:System.Collections.Generic.List`1>s specifically. It converts the list to
|
|
an ordered array, which is then written to disk as a JSON array.</p>
|
|
<p>We could also potentially want use something like a <xref:System.Collections.Generic.HashSet`1>. Lets start by looking at the definition
|
|
for such a member, then deciphering what exactly it means:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#set-basic">[UseConverter(typeof(CollectionConverter<string, HashSet<string>>))]
|
|
public HashSet<string> SetValue { get; set; } = new HashSet<string>();
|
|
</code></pre><p>The converter we're using here is <a class="xref" href="../api/IPA.Config.Stores.Converters.CollectionConverter-2.html">CollectionConverter<T, TCollection></a>, a base type for converters of all kinds of
|
|
collections. In fact, the <a class="xref" href="../api/IPA.Config.Stores.Converters.ListConverter-1.html">ListConverter<T></a> is derived from this, and uses it for most of its implementation.
|
|
If a type implements <xref:System.Collections.Generic.ICollection`1>, <a class="xref" href="../api/IPA.Config.Stores.Converters.CollectionConverter-2.html">CollectionConverter<T, TCollection></a> can convert it.</p>
|
|
<p>It, like most other BSIPA provided aggregate converters, provides a type argument overload <a class="xref" href="../api/IPA.Config.Stores.Converters.CollectionConverter-3.html">CollectionConverter<T, TCollection, TConverter></a>
|
|
to compose other converters with it to handle unusual element types.</p>
|
|
<p>Now after all that, your plugin class has not changed, and your config class should look something like this:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#basic-complete">using System.Collections.Generic;
|
|
using IPA.Config.Stores;
|
|
using IPA.Config.Stores.Attributes;
|
|
using IPA.Config.Stores.Converters;
|
|
|
|
namespace Demo
|
|
{
|
|
public class PluginConfig
|
|
{
|
|
public static PluginConfig Instance { get; set; }
|
|
|
|
public class SubThingsObject
|
|
{
|
|
public double DoubleValue { get; set; } = 2.718281828459045;
|
|
}
|
|
|
|
public int IntValue { get; set; } = 42;
|
|
|
|
public float FloatValue { get; set; } = 3.14159f;
|
|
|
|
[NonNullable]
|
|
public SubThingsObject SubThings { get; set; } = new SubThingsObject();
|
|
|
|
[UseConverter(typeof(ListConverter<string>))]
|
|
public List<string> ListValue { get; set; } = new List<string>();
|
|
|
|
[UseConverter(typeof(CollectionConverter<string, HashSet<string>>))]
|
|
public HashSet<string> SetValue { get; set; } = new HashSet<string>();
|
|
}
|
|
}
|
|
</code></pre><hr>
|
|
<p>I mentioned earlier that your config file will be automatically reloaded -- but isn't that a bad thing? Doesn't that mean that the config could change
|
|
under your feet without you having a way to tell?</p>
|
|
<p>Not so- I just haven't introduced the mechanism.</p>
|
|
<p>Define a public or protected virtual method named <code>OnReload</code>:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#on-reload">public virtual void OnReload()
|
|
{
|
|
// this is called whenever the config file is reloaded from disk
|
|
// use it to tell all of your systems that something has changed
|
|
|
|
// this is called off of the main thread, and is not safe to interact
|
|
// with Unity in
|
|
}
|
|
</code></pre><p>This method will be called whenever BSIPA reloads your config from disk. When it is called, the object will already have been populated. Use it to
|
|
notify all of your systems that configuration has changed.</p>
|
|
<hr>
|
|
<p>Now, we know how to read from disk, and how to use unusual types, but how do we write it back to disk?</p>
|
|
<p>This config system is based on automatic saving (though we haven't quite gotten to the <em>automatic</em> part), and so the config is written to disk whenever
|
|
the system recognizes that something has changed. To tell is as much, define a public or protected virtual method named <code>Changed</code>:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#changed">public virtual void Changed()
|
|
{
|
|
// this is called whenever one of the virtual properties is changed
|
|
// can be called to signal that the content has been changed
|
|
}
|
|
</code></pre><p>This method can be called to tell BSIPA that this config object has changed. Later, when we enable automated change tracking, this will also be called
|
|
when one of the config's members changes. You can use this body to validate something or, for example, write a timestamp for last change.</p>
|
|
<hr>
|
|
<p>I just mentioned automated change tracking -- lets add that now.</p>
|
|
<p>To do this, just make all of the properties virtual, like so:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#auto-props">public class SubThingsObject
|
|
{
|
|
public virtual double DoubleValue { get; set; } = 2.718281828459045;
|
|
}
|
|
|
|
public virtual int IntValue { get; set; } = 42;
|
|
|
|
public virtual float FloatValue { get; set; } = 3.14159f;
|
|
|
|
[NonNullable]
|
|
public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject();
|
|
|
|
[UseConverter(typeof(ListConverter<string>))]
|
|
public virtual List<string> ListValue { get; set; } = new List<string>();
|
|
|
|
[UseConverter(typeof(CollectionConverter<string, HashSet<string>>))]
|
|
public virtual HashSet<string> SetValue { get; set; } = new HashSet<string>();
|
|
</code></pre><p>Now, whenever you assign to any of those properties, your <code>Changed</code> method will be called, and the config object will be marked as changed and will be
|
|
written to disk. Unfortunately, any properties that can be modified while only using the property getter do not trigger this, and so if you change any
|
|
collections for example, you will have to manually call <code>Changed</code>.</p>
|
|
<p>After doing all this, your config class should look something like this:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#basic-complete">using System.Collections.Generic;
|
|
using IPA.Config.Stores;
|
|
using IPA.Config.Stores.Attributes;
|
|
using IPA.Config.Stores.Converters;
|
|
|
|
namespace Demo
|
|
{
|
|
public class PluginConfig
|
|
{
|
|
public static PluginConfig Instance { get; set; }
|
|
|
|
public class SubThingsObject
|
|
{
|
|
public virtual double DoubleValue { get; set; } = 2.718281828459045;
|
|
}
|
|
|
|
public virtual int IntValue { get; set; } = 42;
|
|
|
|
public virtual float FloatValue { get; set; } = 3.14159f;
|
|
|
|
[NonNullable]
|
|
public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject();
|
|
|
|
[UseConverter(typeof(ListConverter<string>))]
|
|
public virtual List<string> ListValue { get; set; } = new List<string>();
|
|
|
|
[UseConverter(typeof(CollectionConverter<string, HashSet<string>>))]
|
|
public virtual HashSet<string> SetValue { get; set; } = new HashSet<string>();
|
|
|
|
public virtual void Changed()
|
|
{
|
|
// this is called whenever one of the virtual properties is changed
|
|
// can be called to signal that the content has been changed
|
|
}
|
|
|
|
public virtual void OnReload()
|
|
{
|
|
// this is called whenever the config file is reloaded from disk
|
|
// use it to tell all of your systems that something has changed
|
|
|
|
// this is called off of the main thread, and is not safe to interact
|
|
// with Unity in
|
|
}
|
|
}
|
|
}
|
|
</code></pre><hr>
|
|
<p>There is one more major problem with this though: the main class is still public. Most configs shouldn't be. Lets make it internal.</p>
|
|
<p>So we make it internal:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#internal">internal class PluginConfig
|
|
</code></pre><p>But to make it actually work, we add this outside the namespace declaration:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#internals-visible">using System.Runtime.CompilerServices;
|
|
|
|
[assembly: InternalsVisibleTo(GeneratedStore.AssemblyVisibilityTarget)]
|
|
</code></pre><p>And now our full file looks like this:</p>
|
|
<pre><code class="lang-cs" name="PluginConfig.cs#basic-complete">using System.Collections.Generic;
|
|
using System.Runtime.CompilerServices;
|
|
using IPA.Config.Stores;
|
|
using IPA.Config.Stores.Attributes;
|
|
using IPA.Config.Stores.Converters;
|
|
|
|
[assembly: InternalsVisibleTo(GeneratedStore.AssemblyVisibilityTarget)]
|
|
|
|
namespace Demo
|
|
{
|
|
internal class PluginConfig
|
|
{
|
|
public static PluginConfig Instance { get; set; }
|
|
|
|
public class SubThingsObject
|
|
{
|
|
public virtual double DoubleValue { get; set; } = 2.718281828459045;
|
|
}
|
|
|
|
public virtual int IntValue { get; set; } = 42;
|
|
|
|
public virtual float FloatValue { get; set; } = 3.14159f;
|
|
|
|
[NonNullable]
|
|
public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject();
|
|
|
|
[UseConverter(typeof(ListConverter<string>))]
|
|
public virtual List<string> ListValue { get; set; } = new List<string>();
|
|
|
|
[UseConverter(typeof(CollectionConverter<string, HashSet<string>>))]
|
|
public virtual HashSet<string> SetValue { get; set; } = new HashSet<string>();
|
|
|
|
public virtual void Changed()
|
|
{
|
|
// this is called whenever one of the virtual properties is changed
|
|
// can be called to signal that the content has been changed
|
|
}
|
|
|
|
public virtual void OnReload()
|
|
{
|
|
// this is called whenever the config file is reloaded from disk
|
|
// use it to tell all of your systems that something has changed
|
|
|
|
// this is called off of the main thread, and is not safe to interact
|
|
// with Unity in
|
|
}
|
|
}
|
|
}
|
|
</code></pre></article>
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