Modding:Modder Guide/APIs/Content Packs: Difference between revisions
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tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png"); | tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png"); | ||
</source> | </source> | ||
{{SMAPI upcoming|2.10| | |||
You can get a list of content packs installed for your mod, and access the files within it: | |||
<source lang="c#"> | |||
foreach(IContentPack contentPack in this.Helper.ContentPacks.GetOwned()) | |||
{ | |||
this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}"); | |||
// read a JSON file | |||
YourDataFile data = contentPack.ReadJsonFile<YourDataFile>("content.json"); | |||
// load an asset or image | |||
Texture2D image = contentPack.LoadAsset<Texture2D>("image.png"); | |||
} | |||
</source> | |||
In specialised cases, you can create a fake content pack for a given directory path: | |||
<source lang="c#"> | |||
// create with random manifest data | |||
IContentPack contentPack = this.Helper.ContentPack.CreateFake( | |||
directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"), | |||
); | |||
// create with given manifest fields | |||
IContentPack contentPack = this.Helper.ContentPack.CreateFake( | |||
directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"), | |||
id: Guid.NewGuid().ToString("N"), | |||
name: "temporary content pack", | |||
description: "...", | |||
author: "...", | |||
version: new SemanticVersion(1, 0, 0) | |||
); | |||
</source> | |||
}} | |||
{{modding guide footer | {{modding guide footer | ||
Revision as of 06:11, 13 December 2018
- Get started
- Game fundamentals
- Test & troubleshoot
- Release
- API reference
- Basic SMAPI APIs:
- Advanced SMAPI APIs:
- Specific guides
A content pack is a special type of mod that isn't run by SMAPI directly, but contains files your own mod can read.
Content pack format
A content pack is a folder containing a manifest.json file which specifies your mod in its ContentPackFor field (see manifest). The format beyond that is up to you to define. For example, Content Patcher requires a content.json file, but that's not validated by SMAPI itself. Instead, SMAPI provides an API you can use to read any other file you need from the content pack.
See Modding:Content packs for more info about content packs.
Content pack API
You can get a list of content packs installed for your mod, and access the files within it:
foreach(IContentPack contentPack in this.Helper.GetContentPacks())
{
this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}");
// read a JSON file
YourDataFile data = contentPack.ReadJsonFile<YourDataFile>("content.json");
// load an asset or image
Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
}
If you need to pass a content pack asset name to game code, you can use its GetActualAssetKey method:
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
foreach(IContentPack contentPack in this.Helper.ContentPacks.GetOwned())
{
this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}");
// read a JSON file
YourDataFile data = contentPack.ReadJsonFile<YourDataFile>("content.json");
// load an asset or image
Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
}
In specialised cases, you can create a fake content pack for a given directory path:
// create with random manifest data
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
);
// create with given manifest fields
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
id: Guid.NewGuid().ToString("N"),
name: "temporary content pack",
description: "...",
author: "...",
version: new SemanticVersion(1, 0, 0)
);