/// <summary> /// Applied after the constructor runs. /// </summary> internal static void Postfix(ScheduleBlockTypes __instance) { Color color; if (FinishColor != null) { color = FinishColor.activeColor; } else { color = Color.green; } // The type and color are not used by the base game FinishBlock = __instance.Add(new ScheduleBlockType(FINISHTASK.ID, __instance, FINISHTASK.NAME, FINISHTASK.DESCRIPTION, color)); }
/// <summary> /// Applied after the constructor runs. /// </summary> internal static void Postfix(ScheduleBlockTypes __instance) { Color color; if (FinishColor != null) { color = FinishColor.activeColor; } else { color = Color.green; } // The type and color are not used by the base game FinishBlock = __instance.Add(new ScheduleBlockType(FINISHTASK.ID, __instance, FINISHTASK.NAME, FINISHTASK.DESCRIPTION, color)); // Allow localization to update the string (this is running in Db.Initialize) CAN_START_NEW.description = FinishTasksStrings.DUPLICANTS.CHORES. PRECONDITIONS.CAN_START_NEW_TASK; }
public override void Initialize() { base.Initialize(); Urges = new Urges(); AssignableSlots = new AssignableSlots(); StateMachineCategories = new StateMachineCategories(); Personalities = new Personalities(); Faces = new Faces(); Shirts = new Shirts(); Expressions = new Expressions(Root); Thoughts = new Thoughts(Root); Deaths = new Deaths(Root); StatusItemCategories = new StatusItemCategories(Root); Techs = new Techs(Root); Techs.Load(researchTreeFile); TechTreeTitles = new TechTreeTitles(Root); TechTreeTitles.Load(researchTreeFile); TechItems = new TechItems(Root); Accessories = new Accessories(Root); AccessorySlots = new AccessorySlots(Root, null, null, null); ScheduleBlockTypes = new ScheduleBlockTypes(Root); ScheduleGroups = new ScheduleGroups(Root); RoomTypeCategories = new RoomTypeCategories(Root); RoomTypes = new RoomTypes(Root); ArtifactDropRates = new ArtifactDropRates(Root); SpaceDestinationTypes = new SpaceDestinationTypes(Root); Diseases = new Diseases(Root); Sicknesses = new Database.Sicknesses(Root); SkillPerks = new SkillPerks(Root); SkillGroups = new SkillGroups(Root); Skills = new Skills(Root); ColonyAchievements = new ColonyAchievements(Root); MiscStatusItems = new MiscStatusItems(Root); CreatureStatusItems = new CreatureStatusItems(Root); BuildingStatusItems = new BuildingStatusItems(Root); ChoreTypes = new ChoreTypes(Root); Effect effect = new Effect("CenterOfAttention", DUPLICANTS.MODIFIERS.CENTEROFATTENTION.NAME, DUPLICANTS.MODIFIERS.CENTEROFATTENTION.TOOLTIP, 0f, true, true, false, null, 0f, null); effect.Add(new AttributeModifier("StressDelta", -0.008333334f, DUPLICANTS.MODIFIERS.CENTEROFATTENTION.NAME, false, false, true)); effects.Add(effect); CollectResources(Root, ResourceTable); }