Difference between revisions of "Modding Tutorials/Writing custom code"
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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#. | + | ''This tutorial requires you to have [[Modding Tutorials/Setting up a solution|set up a solution]].''<br/><br/> |
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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#.<br/><br/> | ||
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# Create a new class in a new code file: | # Create a new class in a new code file: | ||
## In your IDE project file browser, right-click (YourProjectName), Add -> New item -> C# or .NET -> Class; | ## In your IDE project file browser, right-click (YourProjectName), Add -> New item -> C# or .NET -> Class; |
Revision as of 10:46, 22 August 2015
This tutorial requires you to have set up a solution.
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#.
- Create a new class in a new code file:
- In your IDE project file browser, right-click (YourProjectName), Add -> New item -> C# or .NET -> Class;
- Rename the class to what you want the class name to be, e.g DamageWorker_FlameExtension,
- You’ll want to add these namespace to the top of each of your .cs 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
- Write your class;
- Decompile source code to take a look at the game's existing code;
- If you still get stuck on anything, any modding questions can be asked on the subforum,
- Compile your class into a .dll;
- Make sure your project's output type is "class library";
- Note: 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,
- Place the .dll in the YourModName/Assemblies folder of your mod;
- Reference the classes in your .dll from the xml data in the YourModName/Defs folder;
- Example: Create a new ThingDef with a <thingClass> that points to a class in your .dll,
- The game should load your class now;
- Optional: Release your source code.
- Most mods include a YourModName/Source folder with the full C# project in it for other modders to check out;
- Some mods include a Dropbox download link to their source code in the mod's topic. This is also a possibility.
See also
- You can find a small tutorial project here: Modding Tutorials/Assembly Modding Example