From b3a6d8723660dbc315d74b476cf40e004f7f6389 Mon Sep 17 00:00:00 2001 From: Ellpeck Date: Fri, 13 Dec 2024 19:38:58 +0100 Subject: [PATCH] added sample docs about fences, windows and doors --- docs/articles/sample_code.md | 26 +++++++++++++++++++++++++- 1 file changed, 25 insertions(+), 1 deletion(-) diff --git a/docs/articles/sample_code.md b/docs/articles/sample_code.md index 1429293..cd8bf43 100644 --- a/docs/articles/sample_code.md +++ b/docs/articles/sample_code.md @@ -39,6 +39,31 @@ public static readonly FurnitureType BulbFairyLights = FurnitureType.Register(ne }); ``` +## Fences +The EzTown Metal Fence's code: +```cs +FenceType.Register(new FenceType("ModernMetalFence", 40, null, TextureHandler.FenceTextures, new Point(0, 0), ColorScheme.MutedPastels)); +``` + +## Openings +Openings holes in walls that are usually filled with windows or doors. + +### Windows +Here's the code for the Small Wooden Window: +```cs +OpeningType.Register(new OpeningType("SmallWoodWindow", TextureHandler.OpeningTexture, new Point(0, 0), WallMode.SmallWindow, 650, ColorScheme.DyedWood, 0.5F)); +``` + +### Doors +To create different types of openings, like arches and doors, the `construct` parameter in the constructor can be used. All opening types that the game currently supports, such as [`WalkableOpening`](xref:TinyLife.World.WalkableOpening), [`AnimatedDoor`](xref:TinyLife.World.AnimatedDoor) and [`LockableAnimatedDoor`](xref:TinyLife.World.LockableAnimatedDoor), have a static `Construct` method, a reference to which can simply be passed to the `construct` parameter: +```cs +OpeningType.Register(new OpeningType("SmallArch", TextureHandler.OpeningTexture, new Point(2, 0), WallMode.Door, 900, ColorScheme.DyedWood, 1, WalkableOpening.Construct)); +OpeningType.Register(new OpeningType("SmallWoodDoor", TextureHandler.OpeningTexture, new Point(6, 0), WallMode.Door, 950, ColorScheme.DyedWood, 0, LockableAnimatedDoor.Construct)); +``` + +### Wall Modes +Notably, opening types can specify the wall mode that they want to use, which determines the cutout shape that the opening will create in the wall. A set of existing wall modes can be found in the [`WallMode` class](xref:TinyLife.World.WallMode). If required, you can also add new wall modes through the `WallMode.Register` method, in which case you additionally have to specify a white texture that is transparent where the wall should be cut out. + ## Actions ### Simple Social Actions (Talk Actions) @@ -101,7 +126,6 @@ public static readonly LifeGoal HouseholdHero = LifeGoal.Register(new LifeGoal(" AutoGoalInfo.Conditioned("RepairLevel10", p => p.HasSkillLevel(SkillType.Repair, 10), GoalTrigger.PersonUpdate))) { AllowedAges = AgeGroup.OlderThanChild }); -}); ``` For more info on goal sets and how they can be used for life goals and job daily tasks, see [this Discord discussion](https://discord.com/channels/181435613147430913/981562300592947220/1281723775586406411).