public override BuildingDef CreateBuildingDef() { // Believe it or not, stock game pumps make no noise pollution PUtil.CopySoundsToAnim(LiquidPumpFiltered.Animation, "pumpliquid_kanim"); GeneratedBuildings.RegisterWithOverlay(OverlayScreen.LiquidVentIDs, ID); return(LiquidPumpFiltered?.CreateDef()); }
public override BuildingDef CreateBuildingDef() { #if false // An honest effort, but the thermo sensor has no sounds anyways string animName = TileTempSensor.Animation; PUtil.CopySoundsToAnim(animName, "switchthermal_kanim"); SoundEventVolumeCache.instance.AddVolume(animName, "PowerSwitch_on", TUNING.NOISE_POLLUTION.NOISY.TIER3); SoundEventVolumeCache.instance.AddVolume(animName, "PowerSwitch_off", TUNING.NOISE_POLLUTION.NOISY.TIER3); #endif GeneratedBuildings.RegisterWithOverlay(OverlayModes.Logic.HighlightItemIDs, ID); return TileTempSensor.CreateDef(); }
public override BuildingDef CreateBuildingDef() { PUtil.CopySoundsToAnim(GasPumpFiltered.Animation, "pumpgas_kanim"); GeneratedBuildings.RegisterWithOverlay(OverlayScreen.GasVentIDs, ID); return(GasPumpFiltered?.CreateDef()); }
public override BuildingDef CreateBuildingDef() { PUtil.CopySoundsToAnim(GasPumpFiltered.Animation, "pumpgas_kanim"); return(GasPumpFiltered?.CreateDef()); }
public override BuildingDef CreateBuildingDef() { PUtil.CopySoundsToAnim(VacuumPump.Animation, "pumpgas_kanim"); return VacuumPump?.CreateDef(); }
public override BuildingDef CreateBuildingDef() { // Believe it or not, stock game pumps make no noise pollution PUtil.CopySoundsToAnim(LiquidPumpFiltered.Animation, "pumpliquid_kanim"); return(LiquidPumpFiltered?.CreateDef()); }