public BattleObject LoadFighter(int player_num)
    {
        GameObject   obj       = new GameObject();
        BattleObject battleObj = obj.AddComponent <BattleObject>();

        if (abstract_fighter_info != null)
        {
            AbstractFighter fighter = obj.AddComponent <AbstractFighter>();
        }
        if (sprite_handler_info != null)
        {
            SpriteHandler sprite = obj.AddComponent <SpriteHandler>();
            //sprite.orientation = sprite_handler_info.orientation;
        }
        if (action_handler_info != null)
        {
            ActionHandler actions = obj.AddComponent <ActionHandler>();
            //actions.action_json = action_handler_info.action_json;
            //actions.starting_action = action_handler_info.starting_action;
        }
        if (motion_handler_info != null)
        {
            MotionHandler mot = obj.AddComponent <MotionHandler>();
        }
        if (ecb_info != null)
        {
            //EnvironmentCollider ecb = obj.AddComponent<EnvironmentCollider>();
        }
        foreach (VarData vardata in variables)
        {
            battleObj.SetVar(vardata.name, vardata.value);
        }
        battleObj.LoadComponents();
        return(battleObj);
    }
Exemple #2
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 private void Awake()
 {
     pick             = GetComponent <Pickupable>();
     spriteHandler    = spriteObject.GetComponent <SpriteHandler>();
     itemAttributesV2 = gameObject.GetComponent <ItemAttributesV2>();
     pick.RefreshUISlotImage();
 }
 private void Awake()
 {
     stateful        = GetComponent <Stateful>();
     objectBehaviour = GetComponent <ObjectBehaviour>();
     integrity       = GetComponent <Integrity>();
     spriteHandler   = GetComponentInChildren <SpriteHandler>();
 }
        protected override void EndProcessing()
        {
            SpriteHandler sh = new SpriteHandler(didInit, willMove, didMove, willDraw, didDraw, didOverlap,
                                                 didExceedBounds, didEndAnim, didEndMotion);

            WriteObject(sh, false);
        }
Exemple #5
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    public override void OnStartClient()
    {
        traySpriteHandler = tray.GetComponentInChildren <SpriteHandler>();
        UpdateSpriteDirection();

        base.OnStartClient();
    }
Exemple #6
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        public static void Patch()
        {
            darktest = AssetBundle.LoadFromFile(Environment.CurrentDirectory + "/QMods/techpistol/Assets");
            Atlas.Sprite Icon = new Atlas.Sprite(darktest.LoadAsset <Sprite>("Icon"));
            var          gun  = TechTypeHandler.AddTechType("techpistol", "tech pistol", "tech pistol", true);

            SpriteHandler.RegisterSprite(gun, Icon);
            GunPrefab gunper = new GunPrefab("techpistol", "WorldEntities/Tools/techpistol", gun);

            PrefabHandler.RegisterPrefab(gunper);
            CraftDataHandler.SetEquipmentType(gun, EquipmentType.Hand);
            var techData = new TechData()
            {
                craftAmount = 1,
                Ingredients = new List <Ingredient>()
                {
                    new Ingredient(TechType.SeaTreaderPoop, 1),
                    new Ingredient(TechType.TitaniumIngot, 2),
                    new Ingredient(TechType.Lubricant, 1),
                    new Ingredient(TechType.EnameledGlass, 3),
                }
            };

            CraftDataHandler.SetTechData(gun, techData);
            CraftDataHandler.SetCraftingTime(gun, 5f);
            CraftTreeHandler.AddCraftingNode(CraftTree.Type.Fabricator, gun, "Personal", "Tools", "techpistol");
            CraftDataHandler.SetItemSize(gun, 2, 2);
        }
        public void Patch(bool auxConsolesEnabled)
        {
            this.TechType = TechTypeHandler.AddTechType(NameID, FriendlyName, Description, false);

            if (!auxConsolesEnabled) // Even if the options have this be disabled,
            {
                return;              // we still want to run through the AddTechType methods to prevent mismatched TechTypeIDs as these settings are switched
            }
            LanguageHandler.SetLanguageLine(HandOverText, "Access Auxiliary Cyclops Upgrade Console");
            CraftDataHandler.AddBuildable(this.TechType);
            CraftDataHandler.AddToGroup(TechGroup.InteriorModules, TechCategory.InteriorModule, this.TechType);

            PrefabHandler.RegisterPrefab(this);

            var recipe = new TechData()
            {
                craftAmount = 1,
                Ingredients = new List <Ingredient>(new Ingredient[3]
                {
                    new Ingredient(TechType.AdvancedWiringKit, 1),
                    new Ingredient(TechType.Titanium, 2),
                    new Ingredient(TechType.Lead, 1),
                })
            };

            CraftDataHandler.SetTechData(this.TechType, recipe);
            SpriteHandler.RegisterSprite(this.TechType, @"./QMods/MoreCyclopsUpgrades/Assets/AuxCyUpgradeConsole.png");
            KnownTechHandler.SetAnalysisTechEntry(TechType.CyclopsHullModule1, new TechType[1] {
                this.TechType
            }, $"{FriendlyName} blueprint discovered!");
        }
 private void Awake()
 {
     pick             = GetComponent <Pickupable>();
     spriteHandler    = GetComponentInChildren <SpriteHandler>();
     itemAttributesV2 = GetComponent <ItemAttributesV2>();
     pick.RefreshUISlotImage();
 }
        /// <summary>
        /// Initializes a new <see cref="Spawnable"/>, the basic class needed for any item that can be spawned into the Subnautica game world.
        /// </summary>
        /// <param name="classId">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>
        protected Spawnable(string classId, string friendlyName, string description)
            : base(classId, $"{classId}Prefab")
        {
            if (string.IsNullOrEmpty(classId))
            {
                Logger.Log($"ClassID for Spawnables must be a non-empty value.", LogLevel.Error);
                throw new ArgumentException($"Error patching Spawnable");
            }

            FriendlyName = friendlyName;
            Description  = description;

            CorePatchEvents += () =>
            {
                PrefabHandler.RegisterPrefab(this);
                SpriteHandler.RegisterSprite(TechType, GetItemSprite());

                if (!SizeInInventory.Equals(defaultSize))
                {
                    CraftDataHandler.SetItemSize(TechType, SizeInInventory);
                }

                if (EntityInfo != null && BiomesToSpawnIn != null)
                {
                    LootDistributionHandler.AddLootDistributionData(this, BiomesToSpawnIn, EntityInfo);
                }
                else if (EntityInfo != null)
                {
                    WorldEntityDatabaseHandler.AddCustomInfo(ClassID, EntityInfo);
                }
            };
        }
Exemple #10
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        public void RegisterFloraFabricator(List <IDecorationItem> decorationItems)
        {
            if (this.IsRegistered == false)
            {
                // Create new Craft Tree Type
                CreateCustomTree(out CraftTree.Type craftType, decorationItems);
                this.TreeTypeID = craftType;

                // Add the new TechType to the buildables
                CraftDataHandler.AddBuildable(this.TechType);

                // Add the new TechType to the group of Interior Module buildables
                CraftDataHandler.AddToGroup(TechGroup.InteriorModules, TechCategory.InteriorModule, this.TechType, TechType.Fabricator);

                // Register handover text
                LanguageHandler.SetLanguageLine(HandOverText, LanguageHelper.GetFriendlyWord(HandOverText));

                // Unlock at start
                KnownTechHandler.UnlockOnStart(this.TechType);

                // Set the buildable prefab
                PrefabHandler.RegisterPrefab(this);

                // Register sprite
                SpriteHandler.RegisterSprite(this.TechType, AssetsHelper.Assets.LoadAsset <Sprite>("fabricator_icon_green"));

                // Load texture
                this.ColoredTexture = AssetsHelper.Assets.LoadAsset <Texture2D>("submarine_fabricator_green");

                // Associate the recipie to the new TechType
                CraftDataHandler.SetTechData(this.TechType, this.Recipe);

                this.IsRegistered = true;
            }
        }
Exemple #11
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        // for adding group node
        public static void addNode(CraftTree.Type treeType, string id, string displayName, string path, string idAfter, TechType spriteTechType)
        {
            getNodeList(treeType).Add(new CraftNode(id, path, idAfter));

            LanguageHandler.SetLanguageLine($"{treeType.ToString()}Menu_{id}", displayName);
            SpriteHandler.RegisterSprite(SpriteManager.Group.Category, $"{treeType.ToString()}_{id}", SpriteManager.Get(spriteTechType));
        }
Exemple #12
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        protected virtual void Patch()
        {
            this.TechType = TechTypeHandler.AddTechType(NameID, FriendlyName, Description, RequiredForUnlock == TechType.None);

            if (!ModulesEnabled) // Even if the options have this be disabled,
            {
                return;          // we still want to run through the AddTechType methods to prevent mismatched TechTypeIDs as these settings are switched
            }
            if (RequiredForUnlock == TechType.None)
            {
                KnownTechHandler.UnlockOnStart(this.TechType);
            }
            else
            {
                KnownTechHandler.SetAnalysisTechEntry(RequiredForUnlock, new TechType[1] {
                    this.TechType
                }, $"{FriendlyName} blueprint discovered!");
            }

            PrefabHandler.RegisterPrefab(this);

            SpriteHandler.RegisterSprite(this.TechType, $"./QMods/MoreCyclopsUpgrades/Assets/{NameID}.png");

            CraftDataHandler.SetTechData(this.TechType, GetRecipe());

            if (AddToCraftTree)
            {
                CraftTreeHandler.AddCraftingNode(Fabricator, this.TechType, FabricatorTabs);
            }

            CraftDataHandler.SetEquipmentType(this.TechType, EquipmentType.CyclopsModule);
            CraftDataHandler.AddToGroup(TechGroup.Cyclops, TechCategory.CyclopsUpgrades, this.TechType);

            SetStaticTechTypeID(this.TechType);
        }
Exemple #13
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 public void RenewParticle(Vector2 position, Vector2 initialForce, float angle, float angularVelocity, Color color, Vector2 scale, float TTL, IDs id)
 {
     this.Sprite = SpriteHandler.GetSprite((int)id);
     if (Sprite is Sprite)
     {
         Sprite.Origin = new Vector2(Sprite.SpriteRect.Width / 2, Sprite.SpriteRect.Height / 2); //! If drawables constructor changes, so must this
     }
     Stop();
     Sprite.Origin = new Vector2(Sprite.SpriteRect.Width / 2, Sprite.SpriteRect.Height / 2); //! hmmm
     Position      = position;
     AddForce(initialForce);
     this.angle           = angle;
     this.angularVelocity = angularVelocity;
     baseColor            = color;
     this.Sprite.MColor   = color;
     baseScale            = scale;
     this.Sprite.Scale    = baseScale;
     currentTTL           = new Timer(TTL);
     this.TTL             = TTL;
     this.id  = id;
     IsActive = true;
     Behaviour();
     if (id == IDs.AFTERIMAGE)
     {
         currentTTL.AddTime(-currentTTL.currentTime / 2);
     }
 }
Exemple #14
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 private void Awake()
 {
     container     = GetComponent <ObjectContainer>();
     closet        = GetComponent <ClosetControl>();
     spriteHandler = GetComponentInChildren <SpriteHandler>();
     powerable     = GetComponent <APCPoweredDevice>();
 }
Exemple #15
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 private void Awake()
 {
     pickupable        = GetComponent <Pickupable>();
     spriteDataHandler = GetComponentInChildren <SpriteDataHandler>();
     inventoryIcon     = GetComponentInChildren <SpriteHandler>();
     TryInit();
 }
Exemple #16
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 private void Awake()
 {
     spriteHandler = GetComponentInChildren <SpriteHandler>();
     itemAttComp   = gameObject.GetComponent <ItemAttributesV2>();
     gunComp       = gameObject.GetComponent <Gun>();
     spriteHandler.ChangeSprite(0);
 }
        private IEnumerator LightsOutAfterTime(ItemLightControl lightController, SpriteHandler handler)
        {
            yield return(WaitFor.Seconds(runsOutOverSeconds));

            lightController.Toggle(false);
            handler.SetSpriteSO(offSprite);
        }
        public void StateUpdate(PowerStates State)
        {
            CurrentState = State;
            if (spriteHandler == null)
            {
                spriteHandler = GetComponentInChildren <SpriteHandler>();
            }

            if (APCConnectionHandler == null)
            {
                APCConnectionHandler = GetComponentInChildren <APCPoweredDevice>();
            }

            // For a future iteration, allow the jukebox to be connected to the power grid.

            /*
             * if (State <= PowerStates.On)
             * {
             *      Stop();
             *      TabUpdateMessage.SendToPeepers(gameObject, NetTabType.Jukebox, TabAction.Close);
             * }
             */

            // StateUpdate might happen before start
            if (IsPlaying)
            {
                APCConnectionHandler.Wattusage = InUseWattUsage;
            }
            else
            {
                APCConnectionHandler.Wattusage = StandByWattUsage;
            }
        }
Exemple #19
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 protected virtual void Awake()
 {
     registerObject      = GetComponent <RegisterObject>();
     directional         = GetComponent <Directional>();
     drawerPushPull      = GetComponent <PushPull>();
     drawerSpriteHandler = GetComponentInChildren <SpriteHandler>();
 }
    public static void RegisterHandler(NetworkIdentity networkIdentity, SpriteHandler spriteHandler)
    {
        if (networkIdentity == null)
        {
            Logger.LogError(" RegisterHandler networkIdentity is null on  > " + spriteHandler.transform.parent.name,
                            Category.SpriteHandler);
            return;
        }


        if (Instance.PresentSprites.ContainsKey(networkIdentity) == false)
        {
            Instance.PresentSprites[networkIdentity] = new Dictionary <string, SpriteHandler>();
        }

        if (Instance.PresentSprites[networkIdentity].ContainsKey(spriteHandler.name))
        {
            if (Instance.PresentSprites[networkIdentity][spriteHandler.name] != spriteHandler)
            {
                Logger.LogError(
                    "SpriteHandler has the same name as another SpriteHandler on the game object > " +
                    spriteHandler.transform.parent.name + " with Net ID of " + networkIdentity.netId, Category.SpriteHandler);
            }
        }

        Instance.PresentSprites[networkIdentity][spriteHandler.name] = spriteHandler;
    }
        public virtual void Patch()
        {
            Atlas.Sprite sprite;

            if (NameUsingForFiles != null)
            {
                sprite = ImageUtils.LoadSpriteFromFile($"./QMods/{NameUsingForFiles}/Assets/{NameUsingForFiles}.png");
            }
            else
            {
                sprite = GetResourceIcon(PrefabTemplate);
            }


            TechType = TechTypeHandler.AddTechType(NameID, FriendlyName, Description, sprite, false);
            SpriteHandler.RegisterSprite(TechType, sprite);
            CraftTreeHandler.AddCraftingNode(FabricatorType, TechType, FabricatorTab);
            CraftDataHandler.SetTechData(TechType, GetRecipe());
            CraftDataHandler.AddToGroup(GroupForPDA, CategoryForPDA, TechType);
            CraftDataHandler.SetEquipmentType(TechType, TypeForEquipment);
            CraftDataHandler.SetQuickSlotType(TechType, TypeForQuickslot);
            CraftDataHandler.SetItemSize(TechType, ItemSize);

            KnownTechHandler.SetAnalysisTechEntry(RequiredForUnlock, new TechType[1] {
                TechType
            }, $"{FriendlyName} blueprint discovered!");

            PrefabHandler.RegisterPrefab(this);
        }
Exemple #22
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 private void Awake()
 {
     baseSpriteHandler      = transform.GetChild(0).GetComponent <SpriteHandler>();
     chargingIndicator      = transform.GetChild(1).GetComponent <SpriteHandler>();
     outputEnabledIndicator = transform.GetChild(2).GetComponent <SpriteHandler>();
     chargeLevelIndicator   = transform.GetChild(3).GetComponent <SpriteHandler>();
 }
Exemple #23
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 void Awake()
 {
     registerTile          = GetComponent <RegisterTile>();
     securable             = GetComponent <WrenchSecurable>();
     baseSpriteHandler     = GetComponentInChildren <SpriteHandler>();
     electricalNodeControl = GetComponent <ElectricalNodeControl>();
 }
Exemple #24
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        private void EnsureInit()
        {
            registerTile  = GetComponent <RegisterTile>();
            spriteHandler = GetComponentInChildren <SpriteHandler>();
            storage       = GetComponent <ItemStorage>();

            SetState(new MicrowaveIdle(this));

            // Get the machine stock parts used in this instance and get the tier of each part.

            IDictionary <GameObject, int> builtParts = GetComponent <Machine>().PartsInFrame;

            ICollection <GameObject> parts = builtParts.Keys;

            ItemAttributesV2 partAttributes;

            // Collection is unorganized so run through the whole list.
            foreach (GameObject part in parts)
            {
                partAttributes = part.GetComponent <ItemAttributesV2>();
                if (partAttributes.HasTrait(MachinePartsItemTraits.Instance.MicroLaser))
                {
                    laserTier = part.GetComponent <StockTier>().Tier;
                }

                if (partAttributes.HasTrait(MachinePartsItemTraits.Instance.MatterBin))
                {
                    int binTier = part.GetComponent <StockTier>().Tier;

                    // Decide ItemStorageStructure based on tier. Currently: slot size == matter bin tier.
                    storage.AcceptNewStructure(TierStorage[binTier - 1]);
                }
            }
        }
Exemple #25
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        public override void Initialize(Vector2 position)
        {
            _inputHandler = new InputHandler();
            Id            = Guid.NewGuid();
            Active        = true;
            Speed         = 0;
            BaseSpeed     = 140;
            TopSpeed      = 400;
            Acceleration  = 1.015f;
            CurrentAccelerationDirection = DirectionEnum.NoDirection;
            _pushDirection = DirectionEnum.NoDirection;

            var sprites = Sprites.Instance;

            SpriteHandler = new SpriteHandler(position);
            SpriteHandler.InitializeAnimation(SpriteKeys.Quote.RunRight, sprites.GetSprite(SpriteKeys.Quote.RunRight), 64, 64, 4, 80, Color.White, 1f, true);
            SpriteHandler.InitializeAnimation(SpriteKeys.Quote.RunLeft, sprites.GetSprite(SpriteKeys.Quote.RunLeft), 64, 64, 4, 80, Color.White, 1f, true);
            SpriteHandler.InitializeAnimation(SpriteKeys.Quote.PushRight, sprites.GetSprite(SpriteKeys.Quote.PushRight), 64, 64, 4, 80, Color.White, 1f, true);
            SpriteHandler.InitializeAnimation(SpriteKeys.Quote.PushLeft, sprites.GetSprite(SpriteKeys.Quote.PushLeft), 64, 64, 4, 80, Color.White, 1f, true);
            SpriteHandler.InitializeAnimation(SpriteKeys.Quote.StandRight, sprites.GetSprite(SpriteKeys.Quote.StandRight), 64, 64, 1, 80, Color.White, 1f, true);
            SpriteHandler.InitializeAnimation(SpriteKeys.Quote.StandLeft, sprites.GetSprite(SpriteKeys.Quote.StandLeft), 64, 64, 1, 80, Color.White, 1f, true);
            SpriteHandler.Initialize(SpriteKeys.Quote.StandRight);

            var grid = CollisionGrid.Instance;

            CollisionCellPositions = grid.UpdateCellPosition(this);
        }
    public static void UnRegisterHandler(NetworkIdentity networkIdentity, SpriteHandler spriteHandler)
    {
        if (spriteHandler == null)
        {
            return;
        }
        if (networkIdentity == null)
        {
            if (spriteHandler?.transform?.parent != null)
            {
                Logger.LogError(" RegisterHandler networkIdentity is null on  > " + spriteHandler.transform.parent.name,
                                Category.Sprites);
                return;
            }
            else
            {
                Logger.LogError(" RegisterHandler networkIdentity is null on  ? ",
                                Category.Sprites);
            }
        }

        if (PresentSprites.ContainsKey(networkIdentity))
        {
            if (PresentSprites[networkIdentity].ContainsKey(spriteHandler.name))
            {
                PresentSprites[networkIdentity].Remove(spriteHandler.name);
            }
        }
    }
 private void Start()
 {
     _commandInfoList = _commandInfo.GetAllCommandInfos("Commands");
     _clothingManager = GameObject.FindWithTag("generator").GetComponent <ClothingManager>();
     _spriteHandler   = GameObject.FindWithTag("generator").GetComponent <SpriteHandler>();
     _inputField      = gameObject.GetComponent <InputField>();
 }
        public void Patch()
        {
            TechType = TechTypeHandler.AddTechType(ID, DisplayName, Tooltip, RequiredForUnlock == TechType.Seaglide);

            if (RequiredForUnlock != TechType.None)
            {
                KnownTechHandler.SetAnalysisTechEntry(RequiredForUnlock, new TechType[] { TechType.PowerGlide });
            }

            if (Sprite == null)
            {
                SpriteHandler.RegisterSprite(TechType, $"./QMods/BetterSeaglide/Assets/powerglide.png");
            }
            else
            {
                SpriteHandler.RegisterSprite(TechType, Sprite);
            }

            /*switch (Fabricator)
             * {
             *  case CraftTree.Type.Fabricator:
             *      CraftDataHandler.AddToGroup(TechGroup.Machines, TechCategory.Machines, TechType, AddAfter);
             *      break;
             *
             * }*/

            //CraftDataHandler.AddToGroup(TechGroup.Machines, TechCategory.Machines, TechType, AddAfter);
            CraftDataHandler.SetEquipmentType(TechType, EquipmentType.Hand);
            CraftDataHandler.SetTechData(TechType, GetTechData());
            CraftDataHandler.SetQuickSlotType(TechType, QuickSlotType.Selectable);
            //CraftTreeHandler.AddTabNode(Fabricator, "Deployables", "Better Seaglide", SpriteManager.Get(BetterSeaglide));
            CraftTreeHandler.AddCraftingNode(Fabricator, TechType, StepsToTab);
        }
        protected override void Patch()
        {
            DepletedNuclearModuleID = TechTypeHandler.AddTechType(DepletedNameID, FriendlyName, Description, false);

            RefillNuclearModuleID = TechTypeHandler.AddTechType(RefillNameID,
                                                                "Reload Cyclops Nuclear Module",
                                                                "Reload a Depleted Cyclops Nuclear Module with a Reactor Rod",
                                                                false);

            if (CyclopsModule.ModulesEnabled) // Even if the options have this be disabled,
            {                                 // we still want to run through the AddTechType methods to prevent mismatched TechTypeIDs as these settings are switched
                SpriteHandler.RegisterSprite(DepletedNuclearModuleID, $"./QMods/MoreCyclopsUpgrades/Assets/DepletedCyclopsNuclearModule.png");
                SpriteHandler.RegisterSprite(RefillNuclearModuleID, $"./QMods/MoreCyclopsUpgrades/Assets/CyclopsNuclearModule.png");

                CraftDataHandler.SetTechData(RefillNuclearModuleID, GetRecipe());
                KnownTechHandler.SetAnalysisTechEntry(TechType.BaseNuclearReactor, new TechType[1] {
                    RefillNuclearModuleID
                }, "Reload of cyclops nuclear module available.");

                PrefabHandler.RegisterPrefab(this);
                PrefabHandler.RegisterPrefab(new RefillNuclearModule(RefillNuclearModuleID));

                LanguageHandler.SetLanguageLine(DepletedEventKey, "Nuclear Reactor Module depleted");
            }

            this.NukFabricator.Patch(CyclopsModule.ModulesEnabled);
        }
Exemple #30
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        public void Patch()
        {
            TechType = TechTypeHandler.AddTechType(ID, DisplayName, Tooltip, RequiredForUnlock == TechType.None);

            if (RequiredForUnlock != TechType.None)
            {
                KnownTechHandler.SetAnalysisTechEntry(RequiredForUnlock, new TechType[] { TechType });
            }

            if (Sprite == null)
            {
                SpriteHandler.RegisterSprite(TechType, $"./QMods/SeamothClawArm/Assets/{ID}.png");
            }
            else
            {
                SpriteHandler.RegisterSprite(TechType, Sprite);
            }

            switch (Fabricator)
            {
            case CraftTree.Type.Workbench:
                CraftDataHandler.AddToGroup(TechGroup.Workbench, TechCategory.Workbench, TechType, AddAfter);
                break;

            case CraftTree.Type.SeamothUpgrades:
                CraftDataHandler.AddToGroup(TechGroup.VehicleUpgrades, TechCategory.VehicleUpgrades, TechType, AddAfter);
                break;
            }

            CraftDataHandler.SetEquipmentType(TechType, EquipmentType.SeamothModule);
            CraftDataHandler.SetTechData(TechType, GetTechData());

            CraftTreeHandler.AddCraftingNode(Fabricator, TechType, StepsToTab);
        }
Exemple #31
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 void Start()
 {
     animate = GetComponent<SpriteHandler>();
     Jump = GetComponent<JumpPlayer>();
 }
Exemple #32
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 void Start()
 {
     animeate = GetComponent<SpriteHandler>();
 }