/// <summary> /// Applied after CreateEquipmentDef runs. /// </summary> internal static void Postfix(EquipmentDef __result) { if (__result != null && Options != null) { PUtil.LogDebug("Jet Suit: {0:D}".F(Options.AtmoSuitDecor)); DecorTuning.TuneSuits(Options, __result); } }
/// <summary> /// Applied after LoadBuildings runs. /// </summary> internal static void Postfix() { // Settings need to be read at this time Options = POptions.ReadSettings<DecorReimaginedOptions>() ?? new DecorReimaginedOptions(); PUtil.LogDebug("DecorReimaginedOptions settings: Hard Mode = {0}".F(Options. HardMode)); PUtil.LogDebug("Loading decor database"); DecorTuning.ApplyDatabase(Options); }
/// <summary> /// Applied after Initialize runs. /// </summary> internal static void Postfix() { DecorTuning.InitEffects(); PUtil.AddColonyAchievement(new ColonyAchievement(ACHIEVE_NAME, "", DecorReimaginedStrings.FEELSLIKEHOME_NAME, DecorReimaginedStrings. FEELSLIKEHOME_DESC.text.F(DecorTuning.NUM_DECOR_FOR_ACHIEVEMENT), false, new List <ColonyAchievementRequirement>() { // Specified number of +decor items on one cell new NumDecorPositives(DecorTuning.NUM_DECOR_FOR_ACHIEVEMENT) }, "", "", "", "", null, "", "art_underground")); PUtil.LogDebug("Initialized decor effects"); }
internal static void ApplyDecorEffects() { DecorTuning.InitEffects(); new PColonyAchievement(ACHIEVE_NAME) { Name = DecorReimaginedStrings.FEELSLIKEHOME_NAME, Description = DecorReimaginedStrings.FEELSLIKEHOME_DESC.text.F(DecorTuning. NUM_DECOR_FOR_ACHIEVEMENT), Requirements = new List<ColonyAchievementRequirement>() { // Specified number of +decor items on one cell new NumDecorPositives(DecorTuning.NUM_DECOR_FOR_ACHIEVEMENT) }, Icon = "art_underground" }.AddAchievement(); PUtil.LogDebug("Initialized decor effects"); }