This commit is contained in:
Ell 2021-10-14 20:30:36 +02:00
parent 0451c72f34
commit dc4cfb201a
3 changed files with 6 additions and 6 deletions

View file

@ -48,12 +48,12 @@ namespace ExampleMod {
this.customTops[0, 0], // the top left in-world region (the rest will be auto-gathered from the atlas)
100, // the price
ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases
this.Icon, false, ColorScheme.WarmDark);
ColorScheme.WarmDark) {Icon = this.Icon};
Clothes.Register(darkShirt);
// adding some more custom clothing
Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, this.Icon, false, ColorScheme.Pastel));
Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, this.Icon, false, ColorScheme.Pastel));
Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, this.Icon, false, ColorScheme.Modern));
Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon});
// adding an event subscription to people
MapObject.OnEventsAttachable += o => {

View file

@ -5,7 +5,7 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="TinyLifeApi" Version="0.16.1" />
<PackageReference Include="TinyLifeApi" Version="0.17.0" />
<PackageReference Include="ExtremelySimpleLogger" Version="1.2.3" />
<PackageReference Include="MLEM.Data" Version="5.0.0" />

View file

@ -30,7 +30,7 @@ namespace ExampleMod {
// 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;
this.Person.CurrentPose = Person.Pose.SittingGround;
// restore need and lower emotions
this.Person.RestoreNeed(NeedType.Energy, 0.5F, speed);