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3 changed files with 20 additions and 20 deletions
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@ -27,12 +27,12 @@ public class ExampleMod : Mod {
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// visual data about this mod
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// visual data about this mod
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public override string Name => "Example Mod";
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public override string Name => "Example Mod";
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public override string Description => "This is the example mod for Tiny Life!";
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public override string Description => "This is the example mod for Tiny Life!";
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public override TextureRegion Icon => this.uiTextures[new Point(0, 0)];
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public override TextureRegion Icon => this.uiTextures[0, 0];
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private Dictionary<Point, TextureRegion> customTops;
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private UniformTextureAtlas customTops;
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private Dictionary<Point, TextureRegion> customHairs;
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private UniformTextureAtlas customHairs;
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private Dictionary<Point, TextureRegion> customBottoms;
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private UniformTextureAtlas customBottoms;
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private Dictionary<Point, TextureRegion> uiTextures;
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private UniformTextureAtlas uiTextures;
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private Dictionary<Point, TextureRegion> wallpaperTextures;
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private Dictionary<Point, TextureRegion> wallpaperTextures;
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public override void AddGameContent(GameImpl game, ModInfo info) {
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public override void AddGameContent(GameImpl game, ModInfo info) {
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@ -49,15 +49,15 @@ public class ExampleMod : Mod {
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// adding custom clothing
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// adding custom clothing
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var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt,
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var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt,
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this.customTops, new Point(0, 0), // the top left in-world region (the rest will be auto-gathered from the atlas)
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this.customTops[0, 0], // the top left in-world region (the rest will be auto-gathered from the atlas)
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100, // the price
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100, // the price
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ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases
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ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases
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ColorScheme.WarmDark) {Icon = this.Icon};
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ColorScheme.WarmDark) {Icon = this.Icon};
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Clothes.Register(darkShirt);
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Clothes.Register(darkShirt);
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// adding some more custom clothing
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// adding some more custom clothing
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Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms, new Point(4, 0), 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms, new Point(0, 0), 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs, new Point(0, 0), 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon});
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// adding an event subscription to people
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// adding an event subscription to people
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MapObject.OnEventsAttachable += o => {
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MapObject.OnEventsAttachable += o => {
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@ -89,12 +89,12 @@ public class ExampleMod : Mod {
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PassivePriority = p => p.Emotion == EmotionType.Uncomfortable ? 150 : 25
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PassivePriority = p => p.Emotion == EmotionType.Uncomfortable ? 150 : 25
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},
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},
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// since this action doesn't use objects (like chairs etc.), we set a texture to display instead
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// since this action doesn't use objects (like chairs etc.), we set a texture to display instead
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Texture = this.uiTextures[new Point(1, 0)]
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Texture = this.uiTextures[1, 0]
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});
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});
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// we use this emotion modifier in SitDownOnGrassAction
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// we use this emotion modifier in SitDownOnGrassAction
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ExampleMod.GrassSittingModifier = EmotionModifier.Register(
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ExampleMod.GrassSittingModifier = EmotionModifier.Register(
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new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[new Point(1, 0)], EmotionType.Happy));
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new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[1, 0], EmotionType.Happy));
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// adding a custom wallpaper (we're using the top left texture region, which is why we pass 0, 0 as the texture coordinate)
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// adding a custom wallpaper (we're using the top left texture region, which is why we pass 0, 0 as the texture coordinate)
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Wallpaper.Register("ExampleMod.CrossedWallpaper", 15, this.wallpaperTextures, new Point(0, 0), ColorScheme.Modern, this.Icon);
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Wallpaper.Register("ExampleMod.CrossedWallpaper", 15, this.wallpaperTextures, new Point(0, 0), ColorScheme.Modern, this.Icon);
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@ -106,10 +106,10 @@ public class ExampleMod : Mod {
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomTops"), 4, 8), r => this.customTops = r);
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texturePacker.Add(content.Load<Texture2D>("CustomTops"), r => this.customTops = new UniformTextureAtlas(r, 4, 8));
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomHairs"), 4, 6), r => this.customHairs = r);
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texturePacker.Add(content.Load<Texture2D>("CustomHairs"), r => this.customHairs = new UniformTextureAtlas(r, 4, 6));
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r);
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texturePacker.Add(content.Load<Texture2D>("CustomBottomsShoes"), r => this.customBottoms = new UniformTextureAtlas(r, 8, 6));
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texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("UiTextures"), 8, 8), r => this.uiTextures = r);
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texturePacker.Add(content.Load<Texture2D>("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8));
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// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
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// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
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WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
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WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
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}
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}
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@ -5,13 +5,13 @@
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<PackageReference Include="TinyLifeApi" Version="0.28.1" />
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<PackageReference Include="TinyLifeApi" Version="0.27.0" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.5" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.5" />
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<PackageReference Include="Lib.Harmony" Version="2.2.1" />
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<PackageReference Include="Lib.Harmony" Version="2.2.1" />
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<PackageReference Include="MLEM.Data" Version="6.1.0-629" />
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<PackageReference Include="MLEM.Data" Version="6.0.0" />
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<PackageReference Include="MLEM.Extended" Version="6.1.0-629" />
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<PackageReference Include="MLEM.Extended" Version="6.0.0" />
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<PackageReference Include="MLEM.Startup" Version="6.1.0-629" />
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<PackageReference Include="MLEM.Startup" Version="6.0.0" />
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<PackageReference Include="MonoGame.Extended" Version="3.8.0" />
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<PackageReference Include="MonoGame.Extended" Version="3.8.0" />
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<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
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<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
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<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.263" />
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<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.263" />
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@ -40,7 +40,7 @@ public class ExampleModGrassSitAction : MultiAction {
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protected override CompletionType AndThenIsCompleted() {
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protected override CompletionType AndThenIsCompleted() {
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// we want to complete our action once 10 minutes of sitting time have passed
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// we want to complete our action once 10 minutes of sitting time have passed
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return this.CompleteIfTimeUp(TimeSpan.FromMinutes(10));
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return this.CompleteInTime(TimeSpan.FromMinutes(10));
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}
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}
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protected override void AndThenOnCompleted(CompletionType type) {
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protected override void AndThenOnCompleted(CompletionType type) {
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