Modding:C Sharp Scripting: Difference between revisions
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(Added quick guide to using VIsual Studio with the decompiled code) |
(Added info on debugging) |
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# Right click on your mod project in the Solution Explorer, and select Add > Reference, and then go to "Projects" in the sidebar and select the disassembled code, before clicking "OK" | # Right click on your mod project in the Solution Explorer, and select Add > Reference, and then go to "Projects" in the sidebar and select the disassembled code, before clicking "OK" | ||
# Congrats, Visual Studio should now correctly parse your mod scripts against the existing game scripts. | # Congrats, Visual Studio should now correctly parse your mod scripts against the existing game scripts. | ||
== Debugging == | |||
Logging can be done either by outputting text to the in-game player console like this:<syntaxhighlight lang="c#"> | |||
XRL.Messages.MessageQueue.AddPlayerMessage("Hello, Im a message!") | |||
</syntaxhighlight>Or can be output to the player.log file like this:<syntaxhighlight lang="c#"> | |||
UnityEngine.Debug.LogError() | |||
</syntaxhighlight>Or by using other standard UnityEngine.Debug methods, as detailed here[https://docs.unity3d.com/ScriptReference/Debug.html]. Various options for ingame error popups and such can be found in the Debug section of the ingame options. | |||
==Detailed Scripting Topics== | ==Detailed Scripting Topics== |