internal SeaTruckScannerModule_Prefab(ModPrefab_Fragment fragment)
     : base(
         techTypeName: "SeaTruckScannerModule",
         friendlyName: "Seatruck Scanner Module",
         description: "It locates resources and wrecks within a range of 150 m.",
         template: TechType.SeaTruckFabricatorModule,
         requiredAnalysis: TechType.None,
         groupForPDA: TechGroup.Constructor,
         categoryForPDA: TechCategory.Constructor,
         fragment: fragment
         )
 {
 }
Ejemplo n.º 2
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 internal FreezeCannon_Prefab(ModPrefab_Fragment fragment)
     : base(
         techTypeName: "FreezeCannon",
         friendlyName: "Freeze Cannon",
         description: "Freeze the creatures for a while.",
         template: TechType.PropulsionCannon,
         requiredAnalysis: TechType.None,
         groupForPDA: TechGroup.Personal,
         categoryForPDA: TechCategory.Tools,
         equipmentType: EquipmentType.Hand,
         quickSlotType: QuickSlotType.Selectable,
         backgroundType: CraftData.BackgroundType.Normal,
         itemSize: new Vector2int(2, 2),
         fragment: fragment
         )
 {
 }
        /// <summary>
        /// Initializes a new instance of the <see cref="ModdedArmsHelper.API.CraftableModdedArm"/> class, the basic class for any arm that can be crafted at a Vehicle Upgrade Console.
        /// </summary>
        /// <param name="techTypeName">The main internal identifier for this item. Your item's <see cref="TechType"/> will be created using this name.</param>
        /// <param name="friendlyName">The name displayed in-game for this item whether in the open world or in the inventory.</param>
        /// <param name="description">The description for this item; Typically seen in the PDA, inventory, or crafting screens.</param>
        /// <param name="armType">The <see cref="ModdedArmsHelper.API.ArmType"/> parameter (Exosuit or Seamoth).</param>
        /// <param name="armTemplate">The base <see cref="ModdedArmsHelper.API.ArmTemplate"/> for cloning.</param>
        /// <param name="requiredForUnlock">The required <see cref="TechType"/> that must first be scanned or picked up to unlock the blueprint for this item. If you use fragment set this one to TechType.None</param>
        /// <param name="fragment">The <see cref="ModdedArmsHelper.API.SpawnableArmFragment"/> parameter. If you not used fragment set this one to null.</param>
        protected CraftableModdedArm(
            string techTypeName,
            string friendlyName,
            string description,
            ArmType armType,
            ArmTemplate armTemplate,
            TechType requiredForUnlock,
            SpawnableArmFragment fragment
            )
            : base(techTypeName, $"{techTypeName}.Prefab")
        {
            TechTypeName      = techTypeName;
            FriendlyName      = friendlyName;
            Description       = description;
            ArmType           = armType;
            PrefabForClone    = ArmTypes[armTemplate];
            RequiredForUnlock = requiredForUnlock;
            _Fragment         = fragment;
            ArmTemplate       = armTemplate;

            IngameMenuHandler.Main.RegisterOnQuitEvent(OnQuitEvent);
        }