feat: improve template some more
This commit is contained in:
parent
035f652046
commit
e52d10e49a
14 changed files with 301 additions and 165 deletions
2
.vscode/mod.csproj
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2
.vscode/mod.csproj
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@ -57,7 +57,7 @@
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<PackageReference Include="Krafs.Rimworld.Ref"
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Version="1.4.3901" />
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<!-- Set IncludeAssets to 'compile' to enable Harmony -->
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<PackageReference Include="Lib.Harmony.Thin"
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<PackageReference Include="Lib.Harmony"
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Version="2.3.3"
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IncludeAssets="none" />
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<PackageReference Include="roslynator.analyzers"
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20
.vscode/settings.json
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20
.vscode/settings.json
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@ -3,11 +3,11 @@
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"files.exclude": {
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".direnv": true,
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".vscode/obj": true,
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"*/Assemblies/": true,
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"*/Assemblies/": true
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},
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"files.readonlyInclude": {
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"log/rimworld.log": true,
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"About/About.xml": true,
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"About/About.xml": true
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},
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"omnisharp.organizeImportsOnFormat": true,
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"dotnet.inlayHints.enableInlayHintsForParameters": true,
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@ -25,5 +25,19 @@
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"csharp.suppressDotnetInstallWarning": true,
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"csharp.suppressDotnetRestoreNotification": true,
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"dotnet.server.useOmnisharp": true,
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"omnisharp.enableLspDriver": false
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"omnisharp.enableLspDriver": false,
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"[xml]": {
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"editor.quickSuggestions": {
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"other": "on",
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"comments": "off",
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"strings": "off"
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}
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},
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"[jsonc]": {
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"editor.quickSuggestions": {
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"strings": true
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},
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"editor.suggest.insertMode": "replace",
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"editor.defaultFormatter": "esbenp.prettier-vscode"
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}
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}
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1
.vscode/setup.sh
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1
.vscode/setup.sh
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@ -18,3 +18,4 @@ else
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fi
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popd
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23
.vscode/tasks.json
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23
.vscode/tasks.json
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@ -23,9 +23,7 @@
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"isDefault": true
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},
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"command": ".vscode/build.sh",
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"problemMatcher": [
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"$msCompile"
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],
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"problemMatcher": ["$msCompile"],
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"dependsOn": []
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},
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{
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@ -36,9 +34,7 @@
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"isDefault": true
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},
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"command": ".vscode/build.sh Release",
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"problemMatcher": [
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"$msCompile"
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],
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"problemMatcher": ["$msCompile"],
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"dependsOn": []
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},
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{
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@ -51,10 +47,7 @@
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"command": ".vscode/launch.sh",
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"problemMatcher": [],
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"dependsOrder": "sequence",
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"dependsOn": [
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"build mod (Debug)",
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"set up mod directory"
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]
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"dependsOn": ["build mod (Debug)", "set up mod directory"]
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},
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{
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"label": "run game (Release)",
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@ -66,10 +59,7 @@
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"command": ".vscode/launch.sh",
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"problemMatcher": [],
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"dependsOrder": "sequence",
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"dependsOn": [
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"build mod (Release)",
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"set up mod directory"
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]
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"dependsOn": ["build mod (Release)", "set up mod directory"]
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},
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{
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"label": "run game (Debug + quicktest)",
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@ -81,10 +71,7 @@
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"command": ".vscode/launch.sh -quicktest",
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"problemMatcher": [],
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"dependsOrder": "sequence",
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"dependsOn": [
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"build mod (Debug)",
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"set up mod directory"
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]
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"dependsOn": ["build mod (Debug)", "set up mod directory"]
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},
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{
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"label": "set up mod directory",
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Binary file not shown.
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@ -1,2 +1,4 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<LanguageData />
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<LanguageData>
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<TemplateMod.SettingsCategory>Template Mod</TemplateMod.SettingsCategory>
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</LanguageData>
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19
README.md
19
README.md
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@ -1,19 +0,0 @@
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# RimWorld Mod Template
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This template is created for creating RimWorld mods in [VSCodium/Visual Studio Code](https://vscodium.com/)
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## Setup
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1. Ensure the extension `ms-dotnettools.csharp` (a.k.a. [C#](https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp)) is installed
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1. Run the task `link mod directory`.
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- This should symlink the mod directory to RimWorld's mod folder.
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- The script won't work if you have installed RimWorld anywhere else than the default steam install.
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1. Run the task `build mod` to compile assemblies and About.xml
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1. Run the task `run game` to launch the game
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- The script won't work if you have installed RimWorld anywhere else than the default steam install.
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## Additional notes
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- All attributes for `About.xml` are kept in `.vscode/mod.csproj`, `About.xml` will get overriden each build.
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- You can run `nix fmt` to format all code in the repository.
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- While this template is designed for VSCodium, it works just as well with any other editor, simply launch the scripts manually
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92
Source/Mod.cs
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92
Source/Mod.cs
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@ -0,0 +1,92 @@
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using System.Reflection;
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// using HarmonyLib;
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using Verse;
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namespace Template;
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using Settings;
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using UnityEngine;
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public class TemplateMod : Mod
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{
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internal static string Translate(string key)
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{
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const string TranslationKey = nameof(TemplateMod);
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return (TranslationKey + "." + key).Translate();
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}
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public TemplateMod(ModContentPack content)
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: base(content)
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{
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#if DEBUG
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const string build = "Debug";
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#else
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const string build = "Release";
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#endif
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Log.Message(
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$"Running Version {Assembly.GetAssembly(typeof(TemplateMod)).GetName().Version} "
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+ build
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);
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Log.Message(content.ModMetaData.packageIdLowerCase);
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// Harmony harmony = new(content.ModMetaData.packageIdLowerCase);
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}
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#nullable disable // Set in constructor.
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public static TemplateSettings Settings { get; private set; }
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#nullable enable
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public void ResetSettings()
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{
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Settings = new();
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}
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public override void DoSettingsWindowContents(Rect inRect) =>
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SettingsWindow.DoSettingsWindowContents(inRect);
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public override string SettingsCategory() => SettingsWindow.SettingsCategory();
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public static class Log
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{
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const string LogPrefix = "Toby's Template Mod - ";
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public static void DebugError(string message)
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{
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#if DEBUG
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Error(message);
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#endif
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}
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public static void Error(string message)
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{
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Verse.Log.Error(LogPrefix + message);
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}
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public static void DebugWarn(string message)
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{
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#if DEBUG
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Warn(message);
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#endif
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}
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public static void Warn(string message)
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{
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Verse.Log.Warning(LogPrefix + message);
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}
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public static void DebugLog(string message)
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{
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#if DEBUG
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Message(message);
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#endif
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}
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public static void Message(string message)
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{
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Verse.Log.Message(LogPrefix + message);
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}
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}
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}
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30
Source/Settings/SettingsWindow.cs
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30
Source/Settings/SettingsWindow.cs
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@ -0,0 +1,30 @@
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using UnityEngine;
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using Verse;
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namespace Template.Settings;
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public static class SettingsWindow
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{
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private static Vector2 settingsScrollPosition = new();
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private static float settingsHeight;
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private static TemplateSettings Settings => TemplateMod.Settings;
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public static void DoSettingsWindowContents(Rect inRect)
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{
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Listing_Standard listing = new();
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Rect viewRect = new(inRect.x, inRect.y, inRect.width - 16f, settingsHeight);
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Widgets.BeginScrollView(inRect, ref settingsScrollPosition, viewRect);
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listing.Begin(new Rect(viewRect.x, viewRect.y, viewRect.width, float.PositiveInfinity));
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listing.End();
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settingsHeight = listing.CurHeight;
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Widgets.EndScrollView();
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}
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public static string SettingsCategory()
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{
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return TemplateMod.Translate("SettingsCategory");
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}
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}
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44
Source/Settings/TemplateSettings.cs
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44
Source/Settings/TemplateSettings.cs
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using System.Collections.Generic;
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using Verse;
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namespace Template.Settings;
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public class TemplateSettings : ModSettings
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{
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#region Scribe Helpers
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private static void LookField<T>(ref T value, string label, T defaultValue)
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where T : struct
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{
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Scribe_Values.Look(ref value, label, defaultValue);
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}
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private static void LookHashSet<T>(
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ref HashSet<T> valueHashSet,
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string label,
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HashSet<T> defaultValues
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)
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where T : notnull
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{
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if (Scribe.mode == LoadSaveMode.Saving && valueHashSet is null)
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{
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TemplateMod.Log.Warn(
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label + " is null before saving. Reinitializing with default values."
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);
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valueHashSet = defaultValues;
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}
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Scribe_Collections.Look(ref valueHashSet, label, lookMode: LookMode.Value);
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if (Scribe.mode == LoadSaveMode.LoadingVars && valueHashSet is null)
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{
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TemplateMod.Log.Warn(
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label + " is null after loading. Reinitializing with default values."
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);
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valueHashSet = defaultValues;
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}
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}
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#endregion
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public override void ExposeData()
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{
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base.ExposeData();
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}
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}
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@ -1,14 +0,0 @@
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using Verse;
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// using HarmonyLib;
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namespace Template;
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[StaticConstructorOnStartup]
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public static class Startup
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{
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static Startup()
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{
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Log.Message("Mod template loaded successfully!");
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}
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}
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@ -6,7 +6,7 @@ using Verse;
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namespace Template;
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[DefOf]
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public static class TemplateDefOf
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public static class StinkyTweaksDefOf
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{
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public static LetterDef success_letter;
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}
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@ -12,8 +12,8 @@ public class TemplateMapComponent(Map map) : MapComponent(map)
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Messages.Message("Success", null, MessageTypeDefOf.PositiveEvent);
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Find.LetterStack.ReceiveLetter(
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"Success",
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TemplateDefOf.success_letter.description,
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TemplateDefOf.success_letter,
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StinkyTweaksDefOf.success_letter.description,
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StinkyTweaksDefOf.success_letter,
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null
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);
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}
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@ -28,7 +28,6 @@
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programs = {
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nixpkgs-fmt.enable = true;
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csharpier.enable = true;
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prettier.enable = true;
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};
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};
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};
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