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bedrock-development

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APIs for creating and editing files related to Minecraft Bedrock development.

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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; var _a; import { chalk, getConfig, setConfig } from "../../utils.js"; import { CommandMap } from "../command_map.js"; CommandMap.addCommand("root.format.addon", { parent: (_a = CommandMap.getCommandEntry("root.format")) === null || _a === void 0 ? void 0 : _a.command, commandOptions(command) { command .name("addon") .description("converts a project into addon format") .argument("<name>", "addon namespace as <team_name>_<project_name>"); }, commandAction: triggerAddonFormatting, }); // TODO: Have this function actually update a project to the addon rules. function triggerAddonFormatting(name) { var _a; return __awaiter(this, void 0, void 0, function* () { const config = (_a = getConfig()) !== null && _a !== void 0 ? _a : { addon_namespace: name }; config.addon_namespace = name; console.log(`${chalk.green(`Set addon namespace (${config.addon_namespace}) to config file`)}`); setConfig(config); }); }