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code cleanup
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4 changed files with 8 additions and 9 deletions
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@ -4,7 +4,7 @@ using Microsoft.Xna.Framework;
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using TinyLife.Objects;
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using TinyLife.World;
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namespace ExampleMod;
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namespace ExampleMod;
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// note that having a custom class for a furniture item like this is entirely optional
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// but it allows for additional functionalities as displayed in this example
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@ -13,7 +13,7 @@ using TinyLife.Mods;
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using TinyLife.Objects;
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using TinyLife.Utilities;
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namespace ExampleMod;
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namespace ExampleMod;
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public class ExampleMod : Mod {
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@ -1,12 +1,12 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="TinyLifeApi" Version="0.18.1" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.4" />
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<PackageReference Include="MLEM.Data" Version="5.2.0-290" />
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<PackageReference Include="MLEM.Extended" Version="5.2.0-290" />
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@ -14,7 +14,7 @@
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<PackageReference Include="MonoGame.Extended" Version="3.8.0" />
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<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="./Content/**">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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@ -7,14 +7,13 @@ using TinyLife.Emotions;
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using TinyLife.Objects;
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using Action = TinyLife.Actions.Action;
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namespace ExampleMod;
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namespace ExampleMod;
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// we use a multi action because we want to walk to the location, and then execute the main sitting part
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// see CustomTable for information on how to store custom action-specific information to disk as well
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public class SitDownOnGrassAction : MultiAction {
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public SitDownOnGrassAction(ActionType type, ActionInfo info) : base(type, info) {
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}
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public SitDownOnGrassAction(ActionType type, ActionInfo info) : base(type, info) {}
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protected override IEnumerable<Action> CreateFirstActions() {
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// we want to walk to the location clicked, so we use the current action info
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