71 lines
2.6 KiB
C#
71 lines
2.6 KiB
C#
using UnityEngine;
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using System.Collections;
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// Make sure we can access the uMod api for loading
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using UMod;
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namespace UMod.Example
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{
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/// <summary>
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/// An example script that shows how to load all installed mods.
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/// This example makes use of the 'ModDirectory' but there are other methods.
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/// To use this script simlpe attatch it to a game object.
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/// </summary>
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[ExecuteInEditMode]
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public class Ex05_LoadInstalledMods : MonoBehaviour
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{
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private ModDirectory modDirectory = null;
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// The path to the mod
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public string modDirectoryPath = "";
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private void Start()
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{
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// Check if we are in-editor and not in play mode - if so the component has just been added
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if (Application.isEditor == true && Application.isPlaying == false)
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{
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// Make sure we dont alter the users suggestion
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if (string.IsNullOrEmpty(modDirectoryPath) == true)
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{
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// Initialize to a default directory
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modDirectoryPath = Application.persistentDataPath + "/Mods";
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}
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return;
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}
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// Create the mod directory at the path
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modDirectory = new ModDirectory(modDirectoryPath);
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// Setup the mod directory before we can use it
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//ModDirectory.DirectoryLocation = modDirectoryPath;
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// Check if there are any installed mods
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if (modDirectory.HasMods == true)// ModDirectory.HasAnyMods == true)
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{
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// This method will attempt to locate any mods installed in the 'modDirectory' location.
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ModHost[] hosts = Mod.LoadAll(true, modDirectory);
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// Check the load status of all hosts
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foreach (ModHost host in hosts)
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{
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if (host.IsModLoaded == true)
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{
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// The mod is now loaded
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ExampleUtil.Log(this, string.Format("Mod Loaded: {0}", host.CurrentModPath));
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}
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else
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{
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// The mod did not load correctly
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ExampleUtil.LogError(this, string.Format("Failed to load mod: {0}, ({1})", host.CurrentModPath, host.LoadResult.Message));
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}
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}
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}
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else
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{
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// There are no mods installed in 'modDirectory' so just print a message.
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ExampleUtil.LogError(this, "There are no mods installed in the mod directory");
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}
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}
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}
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}
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