code cleanup

This commit is contained in:
Ell 2021-12-25 18:05:47 +01:00
parent 1943ccd7a3
commit 6aca205bfd
4 changed files with 8 additions and 9 deletions

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@ -4,7 +4,7 @@ using Microsoft.Xna.Framework;
using TinyLife.Objects;
using TinyLife.World;
namespace ExampleMod;
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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@ -13,7 +13,7 @@ using TinyLife.Mods;
using TinyLife.Objects;
using TinyLife.Utilities;
namespace ExampleMod;
namespace ExampleMod;
public class ExampleMod : Mod {

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@ -1,12 +1,12 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="TinyLifeApi" Version="0.18.1" />
<PackageReference Include="ExtremelySimpleLogger" Version="1.2.4" />
<PackageReference Include="MLEM.Data" Version="5.2.0-290" />
<PackageReference Include="MLEM.Extended" Version="5.2.0-290" />
@ -14,7 +14,7 @@
<PackageReference Include="MonoGame.Extended" Version="3.8.0" />
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
</ItemGroup>
<ItemGroup>
<Content Include="./Content/**">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>

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@ -7,14 +7,13 @@ using TinyLife.Emotions;
using TinyLife.Objects;
using Action = TinyLife.Actions.Action;
namespace ExampleMod;
namespace ExampleMod;
// we use a multi action because we want to walk to the location, and then execute the main sitting part
// see CustomTable for information on how to store custom action-specific information to disk as well
public class SitDownOnGrassAction : MultiAction {
public SitDownOnGrassAction(ActionType type, ActionInfo info) : base(type, info) {
}
public SitDownOnGrassAction(ActionType type, ActionInfo info) : base(type, info) {}
protected override IEnumerable<Action> CreateFirstActions() {
// we want to walk to the location clicked, so we use the current action info