using System.Collections.Generic; using System.Linq; using ExtremelySimpleLogger; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MLEM.Data; using MLEM.Data.Content; using MLEM.Textures; using TinyLife; using TinyLife.Actions; using TinyLife.Emotions; using TinyLife.Mods; using TinyLife.Objects; using TinyLife.Utilities; namespace ExampleMod { public class ExampleMod : Mod { // the logger that we can use to log info about this mod public static Logger Logger { get; private set; } public static EmotionModifier GrassSittingModifier; // visual data about this mod public override string Name => "Example Mod"; public override string Description => "This is the example mod for Tiny Life!"; public override TextureRegion Icon => this.uiTextures[0, 0]; private UniformTextureAtlas customClothes; private UniformTextureAtlas uiTextures; public override void AddGameContent(GameImpl game) { // adding a custom furniture item FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) { ConstructedType = typeof(CustomTable), Icon = this.Icon, // allow chairs and plates to be slotted into and onto the table ObjectSpots = ObjectSpot.TableSpots(new Point(1, 1)).ToArray() }); // adding custom clothing var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt, this.customClothes[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); Clothes.Register(darkShirt); // adding an event subscription to people MapObject.OnEventsAttachable += o => { if (o is Person person) { // changing the walk speed to be doubled if a person is wearing our dark shirt person.OnGetWalkSpeed += (ref float s) => { if (person.CurrentOutfit.TryGetValue(ClothesLayer.Shirt, out var shirt) && shirt.Type == darkShirt) s *= 2; }; } }; // 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, typeof(SitDownOnGrassAction)) { // 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) { Logger = logger; // loads a texture atlas with the given amount of separate texture regions in the x and y axes // we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed texturePacker.Add(content.Load("CustomClothes"), r => this.customClothes = new UniformTextureAtlas(r, 4, 8)); texturePacker.Add(content.Load("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8)); } public override IEnumerable GetCustomFurnitureTextures() { // tell the game about our custom furniture texture // this needs to be a path to a data texture atlas, relative to our "Content" directory // the texture atlas combines the png texture and the .atlas information // see https://mlem.ellpeck.de/api/MLEM.Data.DataTextureAtlas.html for more info yield return "CustomFurniture"; } } }