///------------------------------------------------------------------------------------------------- /// <summary> Creates a station. </summary> /// /// <remarks> MelodicAlbuild, 3/8/2021. </remarks> /// /// <param name="factoryTypeName"> Name of the factory type for this Station to use. </param> /// <param name="codename"> The Name of the Module with NO SPACES. </param> /// <param name="maxStack"> The Maximum you can have of this item in a stack. </param> /// <param name="name"> The Spaced Name of your Module. </param> /// <param name="desc"> The Description of your Module. </param> /// <param name="guidString"> The GUID for this Item. </param> /// <param name="iconPath"> Full pathname of the icon file. </param> /// <param name="variantname"> The Name of the Variant, Such as Tier1 or Tier2. </param> /// <param name="categoryList"> Array of Strings for Categories for the Station Item to be /// placed in. </param> ///------------------------------------------------------------------------------------------------- public void CreateStation(string factoryTypeName, string codename, int maxStack, LocalizedString name, LocalizedString desc, string guidString, string iconPath, string variantname, string[] categoryList) { FactoryType factoryType = FindFactoryCategories.FindFactoryNames(factoryTypeName); Sprite icon = SpriteGenerator.GenerateSprite(iconPath); RecipeCategory[] categories = GenerateCategories.GenerateCategoryArray(categoryList); Station.CreateStation(factoryType, codename, maxStack, name, desc, guidString, icon, variantname, categories); }
///------------------------------------------------------------------------------------------------- /// <summary> Creates a Module. </summary> /// /// <remarks> MelodicAlbuild, 3/8/2021. </remarks> /// /// <param name="codename"> The Name of the Module with NO SPACES. </param> /// <param name="variantname"> The Name of the Variant, Such as Tier1 or Tier2. </param> /// <param name="maxstack"> The Maximum you can have of this item in a stack. </param> /// <param name="baseitem"> The Item to Base this object off, Pick a Module with the same /// Variant. </param> /// <param name="name"> The Spaced Name of your Module. </param> /// <param name="desc"> The Description of your Module. </param> /// <param name="guidstring"> The GUID in String Form for your module. </param> /// <param name="categoryname"> The Category in which your Module is in. </param> /// <param name="factorytypename"> The Factory Type that is Module is a Part of. </param> /// <param name="iconPath"> Full pathname of the icon file. </param> /// <param name="categoryList"> Array of Strings for Categories for the Module Item to be /// placed in. </param> /// <param name="looping"> If you are creating a new FactoryType, This is true for the /// first Module in that category, False at all other times. </param> ///------------------------------------------------------------------------------------------------- public void CreateModule(string codename, string variantname, int maxstack, string baseitem, LocalizedString name, LocalizedString desc, string guidstring, string categoryname, string factorytypename, string iconPath, string[] categoryList, bool looping) { Sprite icon = SpriteGenerator.GenerateSprite(iconPath); RecipeCategory[] categories = GenerateCategories.GenerateCategoryArray(categoryList); if (looping) { Module.CreateProductionModule(codename, variantname, maxstack, baseitem, name, desc, guidstring, categoryname, factorytypename, icon, categories, true); } else { Module.CreateProductionModule(codename, variantname, maxstack, baseitem, name, desc, guidstring, categoryname, factorytypename, icon, categories); } }