mirror of
https://github.com/Ellpeck/TinyLifeExampleMod.git
synced 2024-11-22 12:03:28 +01:00
added an example action and emotion modifier
This commit is contained in:
parent
3c2203cf84
commit
83d2cf5f24
4 changed files with 81 additions and 0 deletions
|
@ -4,5 +4,11 @@
|
||||||
},
|
},
|
||||||
"Clothes": {
|
"Clothes": {
|
||||||
"ExampleMod.DarkShirt": "Dark Shirt"
|
"ExampleMod.DarkShirt": "Dark Shirt"
|
||||||
|
},
|
||||||
|
"Emotions": {
|
||||||
|
"ExampleMod.GrassSitting": "Comfy Green Ground"
|
||||||
|
},
|
||||||
|
"Actions": {
|
||||||
|
"ExampleMod.SitOnGrass": "Sit in Grass"
|
||||||
}
|
}
|
||||||
}
|
}
|
Binary file not shown.
Before Width: | Height: | Size: 211 B After Width: | Height: | Size: 316 B |
|
@ -6,6 +6,8 @@ using MLEM.Data;
|
||||||
using MLEM.Data.Content;
|
using MLEM.Data.Content;
|
||||||
using MLEM.Textures;
|
using MLEM.Textures;
|
||||||
using TinyLife;
|
using TinyLife;
|
||||||
|
using TinyLife.Actions;
|
||||||
|
using TinyLife.Emotions;
|
||||||
using TinyLife.Mods;
|
using TinyLife.Mods;
|
||||||
using TinyLife.Objects;
|
using TinyLife.Objects;
|
||||||
using TinyLife.Utilities;
|
using TinyLife.Utilities;
|
||||||
|
@ -16,6 +18,8 @@ namespace ExampleMod {
|
||||||
// the logger that we can use to log info about this mod
|
// the logger that we can use to log info about this mod
|
||||||
public static Logger Logger { get; private set; }
|
public static Logger Logger { get; private set; }
|
||||||
|
|
||||||
|
public static EmotionModifier GrassSittingModifier;
|
||||||
|
|
||||||
// visual data about this mod
|
// visual data about this mod
|
||||||
public override string Name => "Example Mod";
|
public override string Name => "Example Mod";
|
||||||
public override string Description => "This is the example mod for Tiny Life!";
|
public override string Description => "This is the example mod for Tiny Life!";
|
||||||
|
@ -47,6 +51,23 @@ namespace ExampleMod {
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// adding a simple action: sitting down in the grass, which also gives us a nice emotion modifier
|
||||||
|
ActionType.Register(new ActionType.TypeSettings("ExampleMod.SitOnGrass", ObjectCategory.Ground,
|
||||||
|
(t, i) => new SitDownOnGrassAction(t, i)) {
|
||||||
|
// we set this action to be executable only on grass tiles, not on other ground
|
||||||
|
CanExecute = (info, automatic) => {
|
||||||
|
var tile = info.Map.GetTile(info.ActionLocation.ToPoint());
|
||||||
|
if (tile.Name.StartsWith("Grass"))
|
||||||
|
return ActionType.CanExecuteResult.Valid;
|
||||||
|
// hidden means the action won't be displayed in the ring menu
|
||||||
|
return ActionType.CanExecuteResult.Hidden;
|
||||||
|
},
|
||||||
|
// since this action doesn't use objects (like chairs etc.), we set a texture to display instead
|
||||||
|
Texture = this.uiTextures[1, 0]
|
||||||
|
});
|
||||||
|
GrassSittingModifier = EmotionModifier.Register(
|
||||||
|
new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[1, 0], EmotionType.Happy));
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker) {
|
public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker) {
|
||||||
|
|
54
SitDownOnGrassAction.cs
Normal file
54
SitDownOnGrassAction.cs
Normal file
|
@ -0,0 +1,54 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
using TinyLife;
|
||||||
|
using TinyLife.Actions;
|
||||||
|
using TinyLife.Emotions;
|
||||||
|
using TinyLife.Objects;
|
||||||
|
using Action = TinyLife.Actions.Action;
|
||||||
|
|
||||||
|
namespace ExampleMod {
|
||||||
|
// we use a multi action because we want to walk to the location, and then execute the main sitting part
|
||||||
|
public class SitDownOnGrassAction : MultiAction {
|
||||||
|
|
||||||
|
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
|
||||||
|
yield return ActionType.GoHere.Construct(this.Info);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void AndThenInitialize() {
|
||||||
|
// this is called when the main action starts (after going to the location, in our case)
|
||||||
|
// but we don't need to do anything here for our action
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, GameSpeed speed) {
|
||||||
|
base.AndThenUpdate(time, passedInGame, speed);
|
||||||
|
// this method gets called every update frame while the action is active
|
||||||
|
|
||||||
|
// set our person to look like they're sitting on the ground
|
||||||
|
this.Person.CurrentPose = Person.Pose.SittingLegsClose;
|
||||||
|
|
||||||
|
// restore need and lower emotions
|
||||||
|
this.Person.RestoreNeed(NeedType.Energy, 0.5F, speed);
|
||||||
|
this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speed);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override CompletionType AndThenIsCompleted() {
|
||||||
|
// we want to complete our action once 10 minutes of sitting time have passed
|
||||||
|
return this.CompleteInTime(TimeSpan.FromMinutes(10));
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void AndThenOnCompleted(CompletionType type) {
|
||||||
|
base.AndThenOnCompleted(type);
|
||||||
|
// this method is called when the action completes in any way, even if it fails
|
||||||
|
if (type == CompletionType.Completed) {
|
||||||
|
// once we're finished sitting, we want to get a nice emotion modifier for it
|
||||||
|
this.Person.AddEmotion(ExampleMod.GrassSittingModifier, 1, TimeSpan.FromHours(1));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue