Difference between revisions of "Modding Tutorials/DebugActions"

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<source lang="csharp">
 
<source lang="csharp">
 
[DebugAction("Showcase", "Spawn Potatoes", actionType = DebugActionType.ToolMapForPawns, allowedGameStates = AllowedGameStates.PlayingOnMap)]
 
[DebugAction("Showcase", "Spawn Potatoes", actionType = DebugActionType.ToolMapForPawns, allowedGameStates = AllowedGameStates.PlayingOnMap)]
 +
public static void MyDebugAction(Pawn p)
 +
{
 +
    SomeStaticUtility.SpawnPotatoesOnPawn(p);
 +
}
 
</source>
 
</source>
  
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===Notes===
 
===Notes===
 
If you have a decompiler, just searching for any Type with "DebugActions" will yield many results that you can investigate and copy for your own needs.
 
If you have a decompiler, just searching for any Type with "DebugActions" will yield many results that you can investigate and copy for your own needs.
 +
 +
[[Category:Modding tutorials]]

Latest revision as of 11:50, 4 September 2022

Preamble[edit]

Who this is for: Modders that have C# and want to directly call any method

Example[edit]

The whole idea with a DebugAction is to easily call a method without having to wait or build an elaborate scenario first.

Debug actions are only available while in Development Mode and the available options are shown by pressing the first cog button in the debug row

// todo image

Any static method can be used to make a debug action, you simply need to add the DebugAction attribute like this

[DebugAction("Showcase", "Spawn Potatoes", actionType = DebugActionType.ToolMapForPawns, allowedGameStates = AllowedGameStates.PlayingOnMap)]
public static void MyDebugAction(Pawn p)
{
    SomeStaticUtility.SpawnPotatoesOnPawn(p);
}

The first argument is the "category" of the DebugAction, you can use this to nicely bundle all your logically connected actions and organize the large amount of buttons on the UI.

The second argument is the label of the button

The third argument is the actionType, which determines how the debug action is used, possible values are:

Action[edit]

Directly calls the method, can be used in any game state

ToolMap[edit]

Spawns a mouse targeter that calls the method with each click. can only used if the player is currently on a Map

ToolMapForPawns[edit]

Spawns a mouse targeter that calls the method with each click on a pawn. Passes the clicked-on pawn to the method as Pawn p. Can only be used if the player is currently on a Map

ToolWorld[edit]

Spawns a mouse targeter that calls the method with each click on a world tile. Can only be used if the player is currently on the WorldMap (where the hexagonal tiles are)

The fourth argument is the allowedGameStates, which is a (combinable) enum of which game states the debug tool should be visible in the debug action UI

public enum AllowedGameStates
{
   Invalid = 0, // never
   Entry = 1, // while the player is on the main menu
   Playing = 2, // after game launch
   WorldRenderedNow = 4, // after a save files world is loaded
   IsCurrentlyOnMap = 8, // while a map is entered
   HasGameCondition = 16, // while a map is entered and a game condition exists (e.g. solar flare)
   PlayingOnMap = 10, // Playing && IsCurrentlyOnMap
   PlayingOnWorld = 6 // Playing && WorldRenderedNow
}

Notes[edit]

If you have a decompiler, just searching for any Type with "DebugActions" will yield many results that you can investigate and copy for your own needs.