public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Painting>(); artable.stages.Add(new Artable.Stage("Default", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.NOSOLID_TAG, "off", 0, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.AGRICULTURE_TAG, "art_a", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good2", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.CONSUMORE_TAG, "art_b", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good3", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.CRITTEREGG_TAG, "art_c", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good4", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.CULSOIL_TAG, "art_d", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good5", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.FILTRATION_TAG, "art_e", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good6", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.INDING_TAG, "art_f", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good7", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.LIQUEFIABLE_TAG, "art_g", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good8", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.MANUFACT_TAG, "art_h", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good9", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.MEDSUP_TAG, "art_i", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good10", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.METALORE_TAG, "art_j", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good11", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.MISC_TAG, "art_l", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good12", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.ORGANIC_TAG, "art_m", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good13", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.RARE_TAG, "art_n", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good14", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.RAWMINERAL_TAG, "art_o", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good15", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.REFMETAL_TAG, "art_p", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good16", (string)INTERNALSTRINGS.SOLID_ELEMENT_TAGS.REFMINERAL_TAG, "art_q", 1, true, Artable.Status.Okay)); SelectiveTag pickable = go.AddOrGet <SelectiveTag>(); pickable.artable = artable; }
/// <summary> /// Applied before OnCompleteWork runs. /// </summary> internal static void Prefix(Artable __instance) { // Remove the decor bonus (SetStage adds it back) var attr = __instance.GetAttributes().Get(Db.Get().BuildingAttributes.Decor); if (attr != null) attr.Modifiers.RemoveAll((modifier) => modifier.Description == "Art Quality"); }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Sculpture>(); artable.stages.Add(new Artable.Stage("Default", STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.NAME, "slab", 0, false, Artable.Status.Ready)); artable.stages.Add(new Artable.Stage("Bad", STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.POORQUALITYNAME, "crap", 5, false, Artable.Status.Ugly)); artable.stages.Add(new Artable.Stage("Average", STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.AVERAGEQUALITYNAME, "idle", 10, true, Artable.Status.Okay)); }
public static void Postfix(BuildingComplete __instance) { // Tweaks Material colors diamond tinting, otherwise it makes the diamond statues bubblegum pink if (__instance.name == GlassSculptureConfig.ID + "Complete") { //if(Mod.compatibleMods["MaterialColor"].IsPresent) ///{ var kAnimController = __instance.GetComponent <KBatchedAnimController>(); if (kAnimController == null) { return; } var primaryElement = __instance.GetComponent <PrimaryElement>(); if (primaryElement == null) { return; } var element = primaryElement.Element; if (element.id == SimHashes.Diamond) { var color = new Color32(241, 172, 255, 255); kAnimController.TintColour = color; } //} // Need to refresh the component, or the rendering order will be wrong // maybe there is a better way? if (Mod.Settings.GlassSculpturesFabUnicorns) { Artable artable = __instance.GetComponent <Artable>(); if (artable != null) { if (artable.CurrentStage == unicornStageName) { var fab = __instance.GetComponent <Fabulousness>(); if (fab == null) { fab = __instance.gameObject.AddComponent <Fabulousness>(); } fab.ForceToFront(); /* else * { * var fab = __instance.GetComponent<Fabulousness>(); * fab.Deactivate(); * fab.Activate(); * }*/ } } } } return; }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Sculpture>(); SymbolOverrideControllerUtil.AddToPrefab(go); artable.stages.Add(new Artable.Stage("Default", DisplayName, "slab", 0, false, Artable.Status.Ready)); artable.stages.Add(new Artable.Stage("Bad", PoorQualityName, "crap", 5, false, Artable.Status.Ugly)); artable.stages.Add(new Artable.Stage("Good", ExcellentQualityName, "idle", 10, true, Artable.Status.Great)); }
/// <summary> /// Applied after OnCompleteWork runs. /// </summary> internal static void Postfix(Artable __instance) { var obj = __instance.gameObject; if (obj != null) { Game.Instance?.userMenu?.Refresh(obj); } }
internal static void Postfix(Artable __instance) { GameObject gameObject = __instance.gameObject; if (!((UnityEngine.Object)gameObject != (UnityEngine.Object)null)) { return; } Game.Instance.userMenu?.Refresh(gameObject); }
public override void DoPostConfigureComplete(GameObject go) { BuildingTemplates.DoPostConfigure(go); Artable artable = go.AddComponent <Sculpture>(); artable.requiredRolePerk = RoleManager.rolePerks.CanArt.id; artable.stages.Add(new Artable.Stage("Default", STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.NAME, "slab", 0, false, Artable.Status.Ready)); artable.stages.Add(new Artable.Stage("Bad", STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.POORQUALITYNAME, "crap", 5, false, Artable.Status.Ugly)); artable.stages.Add(new Artable.Stage("Average", STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.AVERAGEQUALITYNAME, "idle", 15, true, Artable.Status.Okay)); }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Sculpture>(); artable.stages.Add(new Artable.Stage("Default", STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.NAME, "slab", 0, false, Artable.Status.Ready)); artable.stages.Add(new Artable.Stage("Bad", STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.POORQUALITYNAME, "crap_1", 5, false, Artable.Status.Ugly)); artable.stages.Add(new Artable.Stage("Average", STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.AVERAGEQUALITYNAME, "good_1", 10, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good1", STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EXCELLENTQUALITYNAME, "amazing_1", 15, true, Artable.Status.Great)); artable.stages.Add(new Artable.Stage("Good2", STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EXCELLENTQUALITYNAME, "amazing_2", 15, true, Artable.Status.Great)); artable.stages.Add(new Artable.Stage("Good3", STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EXCELLENTQUALITYNAME, "amazing_3", 15, true, Artable.Status.Great)); }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Painting>(); artable.stages.Add(new Artable.Stage("Default", STRINGS.BUILDINGS.PREFABS.CANVAS.NAME, "off", 0, false, Artable.Status.Ready)); artable.stages.Add(new Artable.Stage("Bad", STRINGS.BUILDINGS.PREFABS.CANVAS.POORQUALITYNAME, "art_a", 5, false, Artable.Status.Ugly)); artable.stages.Add(new Artable.Stage("Average", STRINGS.BUILDINGS.PREFABS.CANVAS.AVERAGEQUALITYNAME, "art_b", 10, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good", STRINGS.BUILDINGS.PREFABS.CANVAS.EXCELLENTQUALITYNAME, "art_c", 15, true, Artable.Status.Great)); artable.stages.Add(new Artable.Stage("Good2", STRINGS.BUILDINGS.PREFABS.CANVAS.EXCELLENTQUALITYNAME, "art_d", 15, true, Artable.Status.Great)); artable.stages.Add(new Artable.Stage("Good3", STRINGS.BUILDINGS.PREFABS.CANVAS.EXCELLENTQUALITYNAME, "art_e", 15, true, Artable.Status.Great)); }
/// <summary> /// Applied after OnSpawn runs. /// </summary> internal static void Postfix(Artable __instance) { var rs = __instance.gameObject.AddOrGet <Resculptable>(); // Is it a painting? if (__instance is Painting) { rs.ButtonText = ResculptStrings.REPAINT_BUTTON; rs.ButtonIcon = ResculptStrings.REPAINT_SPRITE; } }
public static void Postfix(GameObject go) { Artable artable = go.AddOrGet <Sculpture>(); artable.stages.Add(new Artable.Stage( "Average2", STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.AVERAGEQUALITYNAME, "idle2", 10, true, Artable.Status.Okay)); }
public RoomTypeMuseumData() { Id = RoomId; Name = STRINGS.ROOMS.TYPES.MUSEUM.NAME; Tooltip = STRINGS.ROOMS.TYPES.MUSEUM.TOOLTIP; Effect = STRINGS.ROOMS.TYPES.MUSEUM.EFFECT; Catergory = Db.Get().RoomTypeCategories.Hospital; ConstraintPrimary = new RoomConstraints.Constraint((Func <KPrefabID, bool>)(bc => bc.HasTag(RoomConstraintTags.ItemPedestalTag)), (Func <Room, bool>)null, name: STRINGS.ROOMS.CRITERIA.PEDESTAL.NAME, description: STRINGS.ROOMS.CRITERIA.PEDESTAL.DESCRIPTION); ConstrantsAdditional = new RoomConstraints.Constraint[5] { new RoomConstraints.Constraint((Func <KPrefabID, bool>)null, (Func <Room, bool>)(room => { int count = 0; foreach (KPrefabID building in room.buildings) { Artable art = building.GetComponent <Artable>(); if (art == null) { continue; } if (art.CurrentStatus == Artable.Status.Great) { count++; } } return(count >= requiredMasterpieces); }), name: string.Format(STRINGS.ROOMS.CRITERIA.MASTERPIECES.NAME, requiredMasterpieces), description: string.Format(STRINGS.ROOMS.CRITERIA.MASTERPIECES.DESCRIPTION, requiredMasterpieces)), RoomConstraints.LIGHT, RoomConstraints.NO_INDUSTRIAL_MACHINERY, RoomConstraints.MINIMUM_SIZE_32, RoomConstraintTags.GetMaxSizeConstraint(Settings.Instance.Museum.MaxSize) }; RoomDetails = new RoomDetails.Detail[2] { new RoomDetails.Detail((Func <Room, string>)(room => string.Format((string)ROOMS.DETAILS.SIZE.NAME, (object)room.cavity.numCells))), new RoomDetails.Detail((Func <Room, string>)(room => string.Format((string)ROOMS.DETAILS.BUILDING_COUNT.NAME, (object)room.buildings.Count))) }; Priority = 1; Upgrades = null; SingleAssignee = false; PriorityUse = false; Effects = null; SortKey = SortingCounter.GetAndIncrement(SortingCounter.CreaturePenSortKey + 1); }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Sculpture>(); artable.stages.Add(new Artable.Stage("Default", GLASS_SCULPTURE.NAME, "slab", 0, false, Artable.Status.Ready)); artable.stages.Add(new Artable.Stage("Bad", GLASS_SCULPTURE.POORQUALITYNAME, "bad_1", 5, false, Artable.Status.Ugly)); artable.stages.Add(new Artable.Stage("Average", GLASS_SCULPTURE.AVERAGEQUALITYNAME, "good_1", 10, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good1", GLASS_SCULPTURE.EXCELLENTQUALITYNAME, "amazing_1", 15, true, Artable.Status.Great)); if (Mod.Settings.GlassSculpturesIceHatch) { artable.stages.Add(new Artable.Stage("Good2", GLASS_SCULPTURE.EXCELLENTQUALITYNAME, "amazing_2", 15, true, Artable.Status.Great)); } artable.stages.Add(new Artable.Stage("Good3", GLASS_SCULPTURE.EXCELLENTQUALITYNAME, "amazing_3", 15, true, Artable.Status.Great)); artable.stages.Add(new Artable.Stage("Good4", GLASS_SCULPTURE.EXCELLENTQUALITYNAME, "amazing_4", 15, true, Artable.Status.Great)); artable.stages.Add(new Artable.Stage("Good5", GLASS_SCULPTURE.EXCELLENTQUALITYNAME, "amazing_5", 15, true, Artable.Status.Great)); }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Painting>(); artable.stages.Add(new Artable.Stage("Default", (string)INTERNALSTRINGS.UTILITY_TAGS.NOSUT_TAG, "off", 0, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good", (string)INTERNALSTRINGS.UTILITY_TAGS.ARROW_TAG, "art_a", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good2", (string)INTERNALSTRINGS.UTILITY_TAGS.DIAGARROW_TAG, "art_b", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good3", (string)INTERNALSTRINGS.UTILITY_TAGS.BOTHARROW_TAG, "art_c", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good4", (string)INTERNALSTRINGS.UTILITY_TAGS.GASPUMP_TAG, "art_d", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good5", (string)INTERNALSTRINGS.UTILITY_TAGS.LIQUIDPUMP_TAG, "art_e", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good6", (string)INTERNALSTRINGS.UTILITY_TAGS.SOLIDCON_TAG, "art_f", 1, true, Artable.Status.Okay)); SelectiveTag pickable = go.AddOrGet <SelectiveTag>(); pickable.artable = artable; }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Painting>(); artable.stages.Add(new Artable.Stage("Default", (string)INTERNALSTRINGS.ALERT_TAGS.NOSALERT_TAG, "off", 0, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good", (string)INTERNALSTRINGS.ALERT_TAGS.WARNING_TAG, "art_a", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good2", (string)INTERNALSTRINGS.ALERT_TAGS.HOTSPOT_TAG, "art_b", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good3", (string)INTERNALSTRINGS.ALERT_TAGS.COLDSPOT_TAG, "art_c", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good4", (string)INTERNALSTRINGS.ALERT_TAGS.COMET_TAG, "art_d", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good5", (string)INTERNALSTRINGS.ALERT_TAGS.BIOHAZARD_TAG, "art_e", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good6", (string)INTERNALSTRINGS.ALERT_TAGS.RADIATION_TAG, "art_f", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good7", (string)INTERNALSTRINGS.ALERT_TAGS.LIGHT_TAG, "art_g", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good8", (string)INTERNALSTRINGS.ALERT_TAGS.ELETRIC_TAG, "art_h", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good9", (string)INTERNALSTRINGS.ALERT_TAGS.DANGER_TAG, "art_i", 1, true, Artable.Status.Okay)); SelectiveTag pickable = go.AddOrGet <SelectiveTag>(); pickable.artable = artable; }
public static void Postfix(GameObject go) { Artable artable = go.AddOrGet <Sculpture>(); artable.stages.Add(new Artable.Stage( "Good4", STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.EXCELLENTQUALITYNAME, "amazing_4", 15, true, Artable.Status.Great)); artable.stages.Add(new Artable.Stage( "Good5", STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.EXCELLENTQUALITYNAME, "amazing_5", 15, true, Artable.Status.Great )); }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Painting>(); artable.stages.Add(new Artable.Stage("Default", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.NOGAS_TAG, "off", 0, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.OXYGEN_TAG, "art_a", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good2", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.POXYGEN_TAG, "art_b", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good3", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.CO2_TAG, "art_c", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good4", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.HYDROGEN_TAG, "art_d", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good5", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.METHANE_TAG, "art_e", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good6", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.PROPANE_TAG, "art_f", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good7", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.CHLORINE_TAG, "art_g", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good8", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.HELIUM_TAG, "art_h", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good9", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.SOUR_TAG, "art_i", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good10", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.STEAM_TAG, "art_j", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good11", (string)INTERNALSTRINGS.GAS_ELEMENT_TAGS.FALLOUT_TAG, "art_l", 1, true, Artable.Status.Okay)); SelectiveTag pickable = go.AddOrGet <SelectiveTag>(); pickable.artable = artable; }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Painting>(); artable.stages.Add(new Artable.Stage("Default", (string)INTERNALSTRINGS.SYSTEM_TAGS.NOSYS_TAG, "off", 0, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good", (string)INTERNALSTRINGS.SYSTEM_TAGS.CLOSEDCY_TAG, "art_a", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good2", (string)INTERNALSTRINGS.SYSTEM_TAGS.ORGANICCY_TAG, "art_b", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good3", (string)INTERNALSTRINGS.SYSTEM_TAGS.RECYCLE_TAG, "art_c", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good4", (string)INTERNALSTRINGS.SYSTEM_TAGS.POWER_TAG, "art_d", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good5", (string)INTERNALSTRINGS.SYSTEM_TAGS.GASSEN_TAG, "art_e", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good6", (string)INTERNALSTRINGS.SYSTEM_TAGS.LIQUIDSEN_TAG, "art_f", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good7", (string)INTERNALSTRINGS.SYSTEM_TAGS.MOTIONSEN_TAG, "art_g", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good8", (string)INTERNALSTRINGS.SYSTEM_TAGS.POWERSEN_TAG, "art_h", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good9", (string)INTERNALSTRINGS.SYSTEM_TAGS.PRESSURESEN_TAG, "art_i", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good10", (string)INTERNALSTRINGS.SYSTEM_TAGS.TEMPSEN_TAG, "art_j", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good11", (string)INTERNALSTRINGS.SYSTEM_TAGS.TIMESEN_TAG, "art_l", 1, true, Artable.Status.Okay)); SelectiveTag pickable = go.AddOrGet <SelectiveTag>(); pickable.artable = artable; }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Painting>(); artable.stages.Add(new Artable.Stage("Default", (string)INTERNALSTRINGS.INFO_TAGS.NOINFO_TAG, "off", 0, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good", (string)INTERNALSTRINGS.INFO_TAGS.ATMO_TAG, "art_a", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good2", (string)INTERNALSTRINGS.INFO_TAGS.JET_TAG, "art_b", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good3", (string)INTERNALSTRINGS.INFO_TAGS.LEADSUIT_TAG, "art_c", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good4", (string)INTERNALSTRINGS.INFO_TAGS.DORMITORY_TAG, "art_d", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good5", (string)INTERNALSTRINGS.INFO_TAGS.INFIRMARY_TAG, "art_e", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good6", (string)INTERNALSTRINGS.INFO_TAGS.WORKSHOP_TAG, "art_f", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good7", (string)INTERNALSTRINGS.INFO_TAGS.RESEARCH_TAG, "art_g", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good8", (string)INTERNALSTRINGS.INFO_TAGS.OBSERVATORY_TAG, "art_h", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good9", (string)INTERNALSTRINGS.INFO_TAGS.RESTROOM_TAG, "art_i", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good10", (string)INTERNALSTRINGS.INFO_TAGS.FOOD_TAG, "art_j", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good11", (string)INTERNALSTRINGS.INFO_TAGS.FARM_TAG, "art_l", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good12", (string)INTERNALSTRINGS.INFO_TAGS.CRITTERRANCH_TAG, "art_m", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good13", (string)INTERNALSTRINGS.INFO_TAGS.ROCKET_TAG, "art_n", 1, true, Artable.Status.Okay)); SelectiveTag pickable = go.AddOrGet <SelectiveTag>(); pickable.artable = artable; }
public override void DoPostConfigureComplete(GameObject go) { Artable artable = go.AddComponent <Painting>(); artable.stages.Add(new Artable.Stage("Default", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.NOLIQUID_TAG, "off", 0, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.WATER_TAG, "art_a", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good2", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.POLLUTEDWATER_TAG, "art_b", 1, false, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good3", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.SALTWATER_TAG, "art_c", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good4", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.BRINE_TAG, "art_d", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good5", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.ETHANOL_TAG, "art_e", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good6", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.CRUDEOIL_TAG, "art_f", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good7", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.PETROLEUM_TAG, "art_g", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good8", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.COOL_TAG, "art_h", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good9", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.NAPHTHA_TAG, "art_i", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good10", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.VISCO_TAG, "art_j", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good11", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.LIQUID_02_TAG, "art_l", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good12", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.LIQUID_H_TAG, "art_m", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good13", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.LIQUID_CO2_TAG, "art_n", 1, true, Artable.Status.Okay)); artable.stages.Add(new Artable.Stage("Good14", (string)INTERNALSTRINGS.LIQUID_ELEMENT_TAGS.NWASTE_TAG, "art_o", 1, true, Artable.Status.Okay)); SelectiveTag pickable = go.AddOrGet <SelectiveTag>(); pickable.artable = artable; }
public static void Postfix(Artable __instance) { if (Mod.Settings.GlassSculpturesFabUnicorns) { var fab = __instance.GetComponent <Fabulousness>(); if (__instance.CurrentStage == unicornStageName) { if (fab == null) { __instance.gameObject.AddComponent <Fabulousness>(); } else { fab.Deactivate(); fab.Activate(); } } else if (__instance.CurrentStage != unicornStageName && fab != null) // this is relevant is something like ReSculpt is used to change the statue { fab.Deactivate(); Object.Destroy(fab); } } }
internal static void Postfix(Artable __instance) { PickableLook pickable = __instance.gameObject.AddOrGet <PickableLook>(); pickable.artable = __instance; }