mirror of
https://github.com/Ellpeck/TinyLifeExampleMod.git
synced 2024-11-05 05:29:09 +01:00
55 lines
2.3 KiB
C#
55 lines
2.3 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
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
|
|
// see CustomTable for information on how to store custom action-specific information to disk as well
|
|
public class ExampleModGrassSitAction : MultiAction {
|
|
|
|
public ExampleModGrassSitAction(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);
|
|
|
|
// if multiple things should be done before starting this action, they can all be returned here
|
|
}
|
|
|
|
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, float speedMultiplier) {
|
|
base.AndThenUpdate(time, passedInGame, speedMultiplier);
|
|
// 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.SittingGround;
|
|
|
|
// restore need and lower emotions
|
|
this.Person.RestoreNeed(NeedType.Energy, 0.5F, this.Info, speedMultiplier);
|
|
this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speedMultiplier);
|
|
}
|
|
|
|
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, 2, TimeSpan.FromHours(1), this.Type);
|
|
}
|
|
}
|
|
|
|
}
|