ModFramework,Designing UniqueIDScriptable with unity editor (2019), Making writing mod easier
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Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
Users may not use my assets in any mods/Files sold on Steam Workshop or other platforms for money. Unless permission has been obtained from me and the use of this framework is clearly marked and the information is prominently displayed to prove that I have given permission.
File credits
Donation Points system
This mod is not opted-in to receive Donation Points
Thanks to "computerfan97" for pointing out the reason for the "Some suspicious files".
This is a module framework, the main purpose is to allow module developers to design or modify the CardData and other UniqueIDScriptable type objects through the unity editor2019. I designed the MyUniqueIDScriptable<T> type to implement the conversion (call the IntoGame function to convert the MyUniqueIDScriptable object to the corresponding UniqueIDScriptable), for all the UniqueIDScriptable implementations MyUniqueIDScriptable. Setting the UniqueID to the UniqueID of the original in-game object will reference the in-game UniqueIDScriptable object, setting ChangeRaw to True will change the data of the original UniqueIDScriptable. It is best to do the conversion before GameLoad.Awake is executed, so that GameLoad will call the Init function, otherwise you need to call the Init function of UniqueIDScriptable manually. The file contains a complete unity2019 project, just open it with the unity editor and start designing. Your mod needs to reference Assets\Scripts\ModUnityAdapter.dll to load all the MyUniqueIDScriptable types The ScriptableObjects I added are all under the ModData tab.
in v0.0.2 Optimize the structure of the adapter (adds an option to change or not for each field of all MyUniqueIDScriptable), GenGameResources.dll is used to generate references to in-game resources (an empty MyUniqueIDScriptable resource except that its UniqueID is set to the one to be ), CustomRenderByOdin.dll contains only a simple OdinDrawer, which will probably be used later to make a custom render with the same functionality as unity's original
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