public static void Initialize()
        {
            PlayerHousingManager.SetHousingTiers(new HousingTier[]
            {
                new HousingTier()
                {
                    TierVal = 0, SoftCap = 2f, HardCap = 4f, DiminishingReturnPercent = .5f
                },
                new HousingTier()
                {
                    TierVal = 1, SoftCap = 5f, HardCap = 10f, DiminishingReturnPercent = .5f
                },
                new HousingTier()
                {
                    TierVal = 2, SoftCap = 10f, HardCap = 20f, DiminishingReturnPercent = .5f
                },
                new HousingTier()
                {
                    TierVal = 3, SoftCap = 15f, HardCap = 30f, DiminishingReturnPercent = .5f
                },
                new HousingTier()
                {
                    TierVal = 4, SoftCap = 20f, HardCap = 40f, DiminishingReturnPercent = .5f
                }
            });

            TagAttribute.CategoryToTags = new Dictionary <string, string[]>()
            {
                { "Tiers", new[] { "Tier 0", "Tier 1", "Tier 2", "Tier 3", "Tier 4", "Tier 5" } }
            };
        }
Beispiel #2
0
 public static void Initialize()
 {
     PlayerHousingManager.SetHousingTiers(new[]
     {
         new HousingTier {
             TierVal = 0, SoftCap = 2f, HardCap = 4f, DiminishingReturnPercent = .5f
         },
         new HousingTier {
             TierVal = 1, SoftCap = 5f, HardCap = 10f, DiminishingReturnPercent = .5f
         },
         new HousingTier {
             TierVal = 2, SoftCap = 10f, HardCap = 20f, DiminishingReturnPercent = .5f
         },
         new HousingTier {
             TierVal = 3, SoftCap = 15f, HardCap = 30f, DiminishingReturnPercent = .5f
         },
         new HousingTier {
             TierVal = 4, SoftCap = 20f, HardCap = 40f, DiminishingReturnPercent = .5f
         }
     });
 }