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{{../../header}}
 
{{../../header}}
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===Content packs===
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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 sub-mod containing files your mod can read. These are installed just like a regular SMAPI mod, but don't do anything on their own. These must specify your mod in their <tt>manifest.json</tt>. See [[Modding:Content packs]] for more info about content packs.
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SMAPI provides a method to get content packs loaded for your mod, and each content pack has an API you can use to read its files:
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__TOC__
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==Content pack format==
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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.
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See [[Modding:Content packs]] for more info about content packs.
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==Content pack API==
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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())
 
{
 
{
    // read content pack manifest
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  this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}");
    this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version}");
      
     // read a JSON file
 
     // read a JSON file
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     Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
 
     Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
 
}
 
}
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</source>
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If you need to pass a content pack asset name to game code, you can use its <tt>GetActualAssetKey</tt> method:
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<source lang="c#">
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tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
 
</source>
 
</source>
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