Difference between revisions of "Modding Tutorials/Writing custom code"
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(Visual Studio is also free (See: Community Edition or Express).) |
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In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#. | In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#. | ||
− | 1. Create a new project in your code editor of choice. I use Visual Studio, but MonoDevelop also works well | + | 1. Create a new project in your code editor of choice. I use Visual Studio, but MonoDevelop also works well. |
2. In your project, add references to these DLLs: | 2. In your project, add references to these DLLs: |
Revision as of 05:06, 2 May 2015
In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#.
1. Create a new project in your code editor of choice. I use Visual Studio, but MonoDevelop also works well.
2. In your project, add references to these DLLs:
(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll (RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll
3. In your project properties, change the target framework to .NET 3.5
4. Create a new class in a new code file.
5. You’ll want to add these namespace to each of your source files as necessary.
using UnityEngine; //For all Unity functionality, rendering, resource management using AI; //RimWorld AI using Sound; //RimWorld sound subsystem using UI; //RimWorld GUI
6. Write your class and compile it into a .dll. Note that by default, Visual Studio will compile all the references of the project as well, so you’ll get a copy of UnityEngine.dll and Assembly-CSharp.dll and some others. You don’t need these. Just take YourModName.dll.
7. Place the .dll in the YourModeName/Assemblies folder of your mod.
8. Reference the classes in your .dll from the xml data in the YourModName/Defs folder. For example, you could create a new ThingDef with a <thingClass> that points to a class in your .dll.
9. The game should load your class now.
10. If you wish, you should also release your source code in the YourModName/Source directory.
You can find a small tutorial project here: Modding Tutorials/Assembly Modding Example