mod-functions:mod
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Table of Contents
Mod management functions
dofile
Loads and runs a Lua script
local result = myMod:dofile(scriptPath [, args])
Parameters:
scriptPath
(string): the relative path to the file, inside the mod directoryargs
(optional): variables passed on to the target script
Return:
success
(boolean): true if the file is inside the mod directory and exists, false otherwise
register
Register a new game asset
local assetData = { DataType = "ASSET_TYPE", Id = "ASSET_ID", ... } myMod:register(assetData)
Parameters:
assetData
(table): the data defining the new asset. The table must contain at least the asset's type (DataType
, see API for the complete list) and its ID (Id
).
override
Override an existing game asset (see Asset Override for a complete explanation)
local assetData = { Id = "ASSET_ID", ... } myMod:override(assetData)
Parameters:
assetData
(table): the data defining the overridden asset. The table must contain at least the existing asset's type (Id
, see Assets for the complete list).
registerAssetId
Assign an asset ID to an asset in the mod's directory
myMod:registerAssetId(assetPath, assetId)
Parameters:
assetPath
(string): the path to the assetassetId
(string): the ID to assign to the asset
registerPrefabComponent
Registers a component to a prefab (see Components for a complete explanation)
local componentData = { DataType = "COMPONENT_TYPE", ... } myMod:registerPrefabComponent(prefabPath, componentData)
Parameters:
prefabPath
(string): the path to the prefabcomponentData
(table): the data defining the component. The table must contain at least the component's type (DataType
, see API for the complete list).
registerAssetProcessor
Registers an asset processor to a file (see Building Asset Processor for a complete explanation)
local processorData= { DataType = "PROCESSOR_TYPE", ... } myMod:registerPrefabComponent(filePath, processorData)
Parameters:
filePath
(string): the path to the fileprocessorData
(table): the data defining the asset processor. The table must contain at least the processor's type (DataType
, see API for the complete list).
configurePrefabFlagList
Configure a prefab with a list of flags
local flagArray = { "BRIDGE", "PLATEFORM" } myMod:configurePrefabFlagList(prefabPath, flagArray)
Parameters:
prefabPath
(string): the path to the prefabflagArray
(table): the list of flags to apply on the prefab
mod-functions/mod.1579805169.txt.gz ยท Last modified: 2020/01/23 13:46 by polymorphgames