TinyLifeExampleMod/CustomTable.cs

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using System;
using System.Runtime.Serialization;
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using Microsoft.Xna.Framework;
using MonoGame.Extended;
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using TinyLife.Objects;
using TinyLife.World;
namespace ExampleMod {
// note that having a custom class for a furniture item like this is entirely optional
// but it allows for additional functionalities as displayed in this example
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public class CustomTable : Furniture {
// anything whose base classes have the DataContract attribute automatically gets saved and loaded to and from disk
// this means that you can add custom DataMember members to have them saved and loaded
[DataMember]
public float TestValue;
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public CustomTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
this.TestValue = Random.NextSingle();
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}
public override void OnAdded() {
base.OnAdded();
ExampleMod.Logger.Info("We were added at " + this.Position);
}
public override void OnRemoved() {
base.OnRemoved();
ExampleMod.Logger.Info("We were removed from " + this.Position);
}
// validate is called when this object is loaded from disk
// returning false causes the object to be marked as invalid and removed
public override bool Validate() {
return base.Validate() && this.TestValue <= 1;
}
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}
}