private void OnSicknessTrigger(GameObject target, TriggerInfo trigger) { int num = UnityEngine.Random.Range(0, trigger.sickness_ids.Length); string text = trigger.sickness_ids[num]; Sickness sickness = null; Database.Sicknesses sicknesses = Db.Get().Sicknesses; for (int i = 0; i < sicknesses.Count; i++) { if (sicknesses[i].Id == text) { sickness = sicknesses[i]; break; } } if (sickness != null) { string infection_source_info = trigger.sourceCallback(base.gameObject, target); SicknessExposureInfo exposure_info = new SicknessExposureInfo(sickness.Id, infection_source_info); Klei.AI.Sicknesses sicknesses2 = target.GetComponent <MinionModifiers>().sicknesses; sicknesses2.Infect(exposure_info); } else { DebugUtil.DevLogErrorFormat(base.gameObject, "Couldn't find sickness with id [{0}]", text); } }
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); }