diff --git a/CustomTable.cs b/CustomTable.cs index 0d4fbb1..a31e200 100644 --- a/CustomTable.cs +++ b/CustomTable.cs @@ -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 diff --git a/ExampleMod.cs b/ExampleMod.cs index 46a05de..f62bb61 100644 --- a/ExampleMod.cs +++ b/ExampleMod.cs @@ -13,7 +13,7 @@ using TinyLife.Mods; using TinyLife.Objects; using TinyLife.Utilities; -namespace ExampleMod; +namespace ExampleMod; public class ExampleMod : Mod { diff --git a/ExampleMod.csproj b/ExampleMod.csproj index 022bc34..cb7732c 100644 --- a/ExampleMod.csproj +++ b/ExampleMod.csproj @@ -1,12 +1,12 @@ - + net6.0 - + - + @@ -14,7 +14,7 @@ - + PreserveNewest diff --git a/SitDownOnGrassAction.cs b/SitDownOnGrassAction.cs index 5bea3ff..8e500ac 100644 --- a/SitDownOnGrassAction.cs +++ b/SitDownOnGrassAction.cs @@ -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 CreateFirstActions() { // we want to walk to the location clicked, so we use the current action info