Difference between revisions of "Modding Tutorials/ModSettings"
m (→ExampleMod: fix link) |
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=Using your settings= | =Using your settings= | ||
* One easy way to call settings is to make them all static and load their values with ExampleSettings.exampleBool. In certain cases, this is not practical. | * One easy way to call settings is to make them all static and load their values with ExampleSettings.exampleBool. In certain cases, this is not practical. | ||
− | * If you can't (or don't want to) make your settings static, you can obtain your settings through the LoadedModManager like so: | + | * If you can't (or don't want to) make your settings static, you can obtain your settings through the LoadedModManager like so: |
+ | LoadedModManager.GetMod<ExampleMod>().GetSettings<ExampleSettings>().exampleBool | ||
* As the above is a lot of code, you can simple add a reference to your settings and resolve it once in a constructor or otherwise. | * As the above is a lot of code, you can simple add a reference to your settings and resolve it once in a constructor or otherwise. | ||
Latest revision as of 17:38, 24 June 2020
Mod settings allow you to offer customisation options to your users.
Requirements[edit]
- If you still haven't set up a solution, what the hell man?
- You need to know how to write custom code, as that's the entire point of this article.
What you'll learn[edit]
You'll learn how to write, save and use mod settings.
Setting up[edit]
Adding mod settings requires two classes, one that inherits from Mod and one that inherits from ModSettings.
The code[edit]
//inspired by https://gist.github.com/erdelf/84dce0c0a1f00b5836a9d729f845298a using System.Collections.Generic; using Verse; using UnityEngine; namespace MyExampleMod { public class ExampleSettings : ModSettings { /// <summary> /// The three settings our mod has. /// </summary> public bool exampleBool; public float exampleFloat = 200f; public List<Pawn> exampleListOfPawns = new List<Pawn>(); /// <summary> /// The part that writes our settings to file. Note that saving is by ref. /// </summary> public override void ExposeData() { Scribe_Values.Look(ref exampleBool, "exampleBool"); Scribe_Values.Look(ref exampleFloat, "exampleFloat", 200f); Scribe_Collections.Look(ref exampleListOfPawns, "exampleListOfPawns", LookMode.Reference); base.ExposeData(); } } public class ExampleMod : Mod { /// <summary> /// A reference to our settings. /// </summary> ExampleSettings settings; /// <summary> /// A mandatory constructor which resolves the reference to our settings. /// </summary> /// <param name="content"></param> public ExampleMod(ModContentPack content) : base(content) { this.settings = GetSettings<ExampleSettings>(); } /// <summary> /// The (optional) GUI part to set your settings. /// </summary> /// <param name="inRect">A Unity Rect with the size of the settings window.</param> public override void DoSettingsWindowContents(Rect inRect) { Listing_Standard listingStandard = new Listing_Standard(); listingStandard.Begin(inRect); listingStandard.CheckboxLabeled("exampleBoolExplanation", ref settings.exampleBool, "exampleBoolToolTip"); listingStandard.Label("exampleFloatExplanation"); settings.exampleFloat = listingStandard.Slider(settings.exampleFloat, 100f, 300f); listingStandard.End(); base.DoSettingsWindowContents(inRect); } /// <summary> /// Override SettingsCategory to show up in the list of settings. /// Using .Translate() is optional, but does allow for localisation. /// </summary> /// <returns>The (translated) mod name.</returns> public override string SettingsCategory() { return "MyExampleModName".Translate(); } } }
ExampleSettings[edit]
ExposeData[edit]
Writes settings to disk. For more info on saving, see ExposeData.
ExampleMod[edit]
Refer to the source above for practical information; snippets here are supplemental.
ExampleSettings[edit]
An easy reference to our settings.
ExampleMod[edit]
A mandatory constructor.
DoSettingsWindowContent[edit]
It's not mandatory to implement, but since the point of most settings is the provide customisation to the end user, it makes sense to make them available somehow.
The GUI[edit]
Listing_Standard is a barebones but useful class for making a GUI, and it does most of the positioning for you. Listing_Standard.Begin and Listing_Standard.End is required: every GUIGroup in Unity you start has to end. If you want more options to Listing_Standard, there's a good SettingsHelper available.
The Widgets class is a powerful alternative to Listing_Standard that gives you more fine-grained control, at the cost of more effort. You'll have to set the size and position of each Rect manually. You can use TweakValues to do this more easily.
Saving[edit]
Saving (altered) settings is done automatically by closing the window. You can optionally override WriteSettings() to add additional functionality to writing settings.
SettingsCategory[edit]
RimWorld will only make your settings accessible if SettingsCategory returns a string that isn't null or empty.
Using your settings[edit]
- One easy way to call settings is to make them all static and load their values with ExampleSettings.exampleBool. In certain cases, this is not practical.
- If you can't (or don't want to) make your settings static, you can obtain your settings through the LoadedModManager like so:
LoadedModManager.GetMod<ExampleMod>().GetSettings<ExampleSettings>().exampleBool
- As the above is a lot of code, you can simple add a reference to your settings and resolve it once in a constructor or otherwise.
On the necessity of HugsLib[edit]
Some people think HugsLib is a necessity for implementing mod settings. This is not true; the above is 100% supported by vanilla, since A17. HugsLib offers an alternative way of using settings.
See also[edit]
SettingsHelper - A lightweight MIT-licensed dll with various extension methods for Listing_Standard.
HugsLib - HugsLib is a popular dependency that aims to ease using settings.