public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) { m_subsystemGameInfo = base.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true); m_subsystemTime = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true); m_subsystemAudio = base.Project.FindSubsystem <SubsystemAudio>(throwOnError: true); m_subsystemMetersBlockBehavior = base.Project.FindSubsystem <SubsystemMetersBlockBehavior>(throwOnError: true); m_subsystemWeather = base.Project.FindSubsystem <SubsystemWeather>(throwOnError: true); m_componentPlayer = base.Entity.FindComponent <ComponentPlayer>(throwOnError: true); m_pantingSound = m_subsystemAudio.CreateSound("Audio/HumanPanting"); m_pantingSound.IsLooped = true; Food = valuesDictionary.GetValue <float>("Food"); Stamina = valuesDictionary.GetValue <float>("Stamina"); Sleep = valuesDictionary.GetValue <float>("Sleep"); Temperature = valuesDictionary.GetValue <float>("Temperature"); Wetness = valuesDictionary.GetValue <float>("Wetness"); m_lastFood = Food; m_lastStamina = Stamina; m_lastSleep = Sleep; m_lastTemperature = Temperature; m_lastWetness = Wetness; m_environmentTemperature = Temperature; foreach (KeyValuePair <string, object> item in valuesDictionary.GetValue <ValuesDictionary>("Satiation")) { m_satiation[int.Parse(item.Key, CultureInfo.InvariantCulture)] = (float)item.Value; } m_componentPlayer.ComponentHealth.Attacked += delegate { m_lastAttackedTime = m_subsystemTime.GameTime; }; }
public ThermometerElectricElement(SubsystemElectricity subsystemElectricity, CellFace cellFace) : base(subsystemElectricity, cellFace) { m_subsystemMetersBlockBehavior = base.SubsystemElectricity.Project.FindSubsystem <SubsystemMetersBlockBehavior>(throwOnError: true); }