Table of Contents
Class for a custom GameMode that will be added to the modes screen when starting a new match
public abstract class ModGameMode : BTD_Mod_Helper.Api.NamedModContent
Inheritance System.Object ModContent NamedModContent ModGameMode
The id of the existing GameMode to use as a base. Use GameModeType.[name]
If this GameModeType.None, empty, or null, then an empty base will be used
public abstract string BaseGameMode { get; }
Where this Mode should show up within the Mode Select screen. Use DifficultyType.[name]
public abstract string Difficulty { get; }
The name that will actually be display when referring to multiple of these
public sealed override string DisplayNamePlural { get; }
The Icon for the Button for this Mode within the UI, by default looking for the same name as the file
public virtual string Icon { get; }
If you're not going to use a custom .png for your Icon, use this to directly control its SpriteReference
public virtual SpriteReference IconReference { get; }
Il2CppNinjaKiwi.Common.ResourceUtils.SpriteReference
Whether this GameMode ...
protected virtual bool PreApplies { get; }
Implemented by a ModGameMode to modify the base game mode, for instance by adding or removing mutator mods
public abstract void ModifyBaseGameModeModel(ModModel gameModeModel);
gameModeModel
Il2CppAssets.Scripts.Models.ModModel
Modifies the GameModel that's used for matches played with this mode
public virtual void ModifyGameModel(GameModel gameModel);
gameModel
Il2CppAssets.Scripts.Models.GameModel