mirror of
https://github.com/Ellpeck/TinyLifeWeb.git
synced 2024-12-21 22:39:22 +01:00
added sample docs about fences, windows and doors
This commit is contained in:
parent
7d55d03de8
commit
b3a6d87236
1 changed files with 25 additions and 1 deletions
|
@ -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<Person>("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).
|
||||
|
|
Loading…
Reference in a new issue