using System; using System.Runtime.Serialization; using Microsoft.Xna.Framework; using MonoGame.Extended; using TinyLife.Objects; using TinyLife.World; namespace ExampleMod { public class CustomTable : Furniture { private static readonly Random Random = new(); // anything whose base classes have the DataContract attribute automatically gets saved and loaded to and from disk // this means that you can add custom DataMember members to have them saved and loaded [DataMember] public float TestValue; public CustomTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) { this.TestValue = Random.NextSingle(); } public override void OnAdded() { base.OnAdded(); ExampleMod.Logger.Info("We were added at " + this.Position); } public override void OnRemoved() { base.OnRemoved(); ExampleMod.Logger.Info("We were removed from " + this.Position); } // validate is called when this object is loaded from disk // returning false causes the object to be marked as invalid and removed public override bool Validate() { return base.Validate() && this.TestValue <= 1; } } }