Modding:Modder Guide/APIs/Content Packs: Difference between revisions
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A '''content pack''' is a special type of mod that isn't run by SMAPI directly, but contains files your own mod can read. | |||
A content pack is a | |||
__TOC__ | |||
==Content pack format== | |||
A content pack is a folder containing a <tt>manifest.json</tt> file which specifies your mod in its <tt>ContentPackFor</tt> field (see [[../Manifest|manifest]]). The format beyond is up to you to define. For example, {{nexus mod|1915|Content Patcher}} requires a <tt>content.json</tt> 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: | |||
<source lang="c#"> | <source lang="c#"> | ||
foreach(IContentPack contentPack in this.Helper.GetContentPacks()) | foreach(IContentPack contentPack in this.Helper.GetContentPacks()) | ||
{ | { | ||
this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}"); | |||
// read a JSON file | // read a JSON file | ||
| Line 17: | Line 22: | ||
Texture2D image = contentPack.LoadAsset<Texture2D>("image.png"); | Texture2D image = contentPack.LoadAsset<Texture2D>("image.png"); | ||
} | } | ||
</source> | |||
If you need to pass a content pack asset name to game code, you can use its <tt>GetActualAssetKey</tt> method: | |||
<source lang="c#"> | |||
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png"); | |||
</source> | </source> | ||
Revision as of 04:13, 28 May 2018
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A content pack is a special type of mod that isn't run by SMAPI directly, but contains files your own mod can read.
Content pack format
A content pack is a folder containing a manifest.json file which specifies your mod in its ContentPackFor field (see manifest). The format beyond is up to you to define. For example, Content Patcher requires a content.json file, but that's not validated by SMAPI itself. Instead, SMAPI provides an API you can use to read any other file you need from the content pack.
See Modding:Content packs for more info about content packs.
Content pack API
You can get a list of content packs installed for your mod, and access the files within it:
foreach(IContentPack contentPack in this.Helper.GetContentPacks())
{
this.Monitor.Log($"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");