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0.21.0
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2 changed files with 4 additions and 4 deletions
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@ -74,10 +74,10 @@ public class ExampleMod : Mod {
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// we set this action to be executable only on grass tiles, not on other ground
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// we set this action to be executable only on grass tiles, not on other ground
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CanExecute = (actionInfo, automatic) => {
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CanExecute = (actionInfo, automatic) => {
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if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint()))
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if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint()))
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return ActionType.CanExecuteResult.Hidden;
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return CanExecuteResult.Hidden;
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var tile = actionInfo.Map.GetTile(actionInfo.ActionLocation.ToPoint());
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var tile = actionInfo.Map.GetTile(actionInfo.ActionLocation.ToPoint());
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// hidden means the action won't be displayed in the ring menu, Valid means the player (or AI) is able to enqueue and execute it
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// hidden means the action won't be displayed in the ring menu, Valid means the player (or AI) is able to enqueue and execute it
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return tile.Name.StartsWith("Grass") ? ActionType.CanExecuteResult.Valid : ActionType.CanExecuteResult.Hidden;
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return tile.Name.StartsWith("Grass") ? CanExecuteResult.Valid : CanExecuteResult.Hidden;
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},
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},
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Ai = {
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Ai = {
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// we allow the action to be done even if the solved needs aren't low enough on a person
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// we allow the action to be done even if the solved needs aren't low enough on a person
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@ -109,7 +109,7 @@ public class ExampleMod : Mod {
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texturePacker.Add(content.Load<Texture2D>("CustomBottomsShoes"), r => this.customBottoms = new UniformTextureAtlas(r, 8, 6));
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texturePacker.Add(content.Load<Texture2D>("CustomBottomsShoes"), r => this.customBottoms = new UniformTextureAtlas(r, 8, 6));
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texturePacker.Add(content.Load<Texture2D>("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8));
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texturePacker.Add(content.Load<Texture2D>("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8));
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// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
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// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
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TextureHandler.ApplyWallpaperMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, r => this.wallpaperTextures = r);
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WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
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}
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}
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public override IEnumerable<string> GetCustomFurnitureTextures(ModInfo info) {
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public override IEnumerable<string> GetCustomFurnitureTextures(ModInfo info) {
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@ -5,7 +5,7 @@
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<PackageReference Include="TinyLifeApi" Version="0.20.4" />
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<PackageReference Include="TinyLifeApi" Version="0.21.0" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.5" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.5" />
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<PackageReference Include="Lib.Harmony" Version="2.2.0" />
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<PackageReference Include="Lib.Harmony" Version="2.2.0" />
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