public FCSModule(string classId, string friendlyName, string description, FcCraftingTab parentTab, RecipeData ingredients) : base(classId, friendlyName, description, parentTab) { _ingredients = ingredients; OnFinishedPatching += () => { CraftDataHandler.SetEquipmentType(TechType, EquipmentType.CyclopsModule); }; }
public FreonPatcher(string classId, string friendlyName, string description, FcCraftingTab parentTab) : base(classId, friendlyName, description, parentTab) { OnFinishedPatching += () => { AddComponentsToPrefab(); CraftDataHandler.SetEquipmentType(TechType, EquipmentType.Hand); }; }
public FCSKit(string classId, string friendlyName, FcCraftingTab parentTab, RecipeData ingredients) : base(classId, friendlyName, $"A kit that allows you to build one {friendlyName} Unit", parentTab) { _ingredients = ingredients; OnFinishedPatching += () => { GetKitPrefab(); CraftDataHandler.SetEquipmentType(TechType, EquipmentType.Hand); }; }
public FCSGlassCraftable(FcCraftingTab parentTab) : base("FCSGlass", "Glass", "SiO4. Pure fused quartz glass.", parentTab) { _ingredients = new TechData { LinkedItems = new List <TechType> { TechType.Glass }, craftAmount = 0, Ingredients = new List <Ingredient>() { new Ingredient(Mod.SandSpawnableClassID.ToTechType(), 1) } }; }
public ServerCraftable(string classId, string friendlyName, string description, FcCraftingTab parentTab) : base(classId, friendlyName, description, parentTab) { OnFinishedPatching += () => { CraftDataHandler.SetEquipmentType(TechType, EquipmentType.Hand); }; }
public SeaGasTankCraftable(string classId, string friendlyName, string description, FcCraftingTab parentTab) : base(classId, friendlyName, description, parentTab) { _tank = QPatch.AssetBundle.LoadAsset <GameObject>("SeaGasTank"); OnFinishedPatching += () => { CraftDataHandler.SetEquipmentType(TechType, EquipmentType.NuclearReactor); }; }
public FCSVehicleModule(string classId, string friendlyName, string description, EquipmentType equipmentType, FcCraftingTab parentTab, TechData ingredients) : base(classId, friendlyName, description, parentTab) { _ingredients = ingredients; OnFinishedPatching += () => { CraftDataHandler.SetEquipmentType(TechType, equipmentType); }; }
protected FcCraftable(string classId, string friendlyName, string description, FcCraftingTab parentTab) : base(classId, friendlyName, description) { this.ParentTab = parentTab; OnStartedPatching += () => { this.ParentTab.LoadAssets(this.AssetBundlesService); this.AssetBundle = this.AssetBundlesService.GetAssetBundleByName(this.AssetBundleName); }; OnFinishedPatching += () => { if (!this.FabricatorService.HasCraftingTab(this.ParentTab.Id)) { string tabId = this.ParentTab.Id; string displayText = this.ParentTab.DisplayName; Sprite icon = this.ParentTab.Icon; this.FabricatorService.AddTabNode(tabId, displayText, icon); } this.FabricatorService.AddCraftNode(this, this.ParentTab.Id); }; }
protected FCSVehicleUpgradeModule(string classId, string friendlyName, string description, FcCraftingTab parentTab) : base(classId, friendlyName, description) { this.ParentTab = parentTab; OnStartedPatching += () => { this.ParentTab.LoadAssets(this.AssetBundlesService); this.AssetBundle = this.AssetBundlesService.GetAssetBundleByName(this.AssetBundleName); }; OnFinishedPatching += () => { if (!this.FabricatorService.HasCraftingTab(this.ParentTab.Id)) { string tabId = this.ParentTab.Id; string displayText = this.ParentTab.DisplayName; Atlas.Sprite icon = this.ParentTab.Icon; this.FabricatorService.AddTabNode(tabId, displayText, icon); } CraftDataHandler.SetQuickSlotType(this.TechType, QuickSlotType.Passive); this.FabricatorService.AddCraftNode(this, this.ParentTab.Id); }; }