Esempio n. 1
0
        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");
			}
Esempio n. 3
0
    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));
    }
Esempio n. 4
0
            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));
        }
Esempio n. 6
0
            /// <summary>
            /// Applied after OnCompleteWork runs.
            /// </summary>
            internal static void Postfix(Artable __instance)
            {
                var obj = __instance.gameObject;

                if (obj != null)
                {
                    Game.Instance?.userMenu?.Refresh(obj);
                }
            }
Esempio n. 7
0
            internal static void Postfix(Artable __instance)
            {
                GameObject gameObject = __instance.gameObject;

                if (!((UnityEngine.Object)gameObject != (UnityEngine.Object)null))
                {
                    return;
                }
                Game.Instance.userMenu?.Refresh(gameObject);
            }
Esempio n. 8
0
    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));
    }
Esempio n. 9
0
    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));
    }
Esempio n. 11
0
            /// <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));
            }
Esempio n. 13
0
        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);
        }
Esempio n. 14
0
        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));
        }
Esempio n. 15
0
        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;
        }
Esempio n. 17
0
            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;
        }
Esempio n. 20
0
        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;
        }
Esempio n. 22
0
 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);
         }
     }
 }
Esempio n. 23
0
            internal static void Postfix(Artable __instance)
            {
                PickableLook pickable = __instance.gameObject.AddOrGet <PickableLook>();

                pickable.artable = __instance;
            }