示例#1
0
        public GameObject CreatePrefab()
        {
            GameObject looseEntity = EntityTemplates.CreateLooseEntity(ID, Name, Description, 1f, true, Assets.GetAnim((HashedString)"mending_serum_kanim"),
                                                                       "object", Grid.SceneLayer.Front, EntityTemplates.CollisionShape.RECTANGLE, 0.8f, 0.4f, true, 0, SimHashes.Creature, (List <Tag>)null);
            MedicineInfo medicine_info = new MedicineInfo(ID.ToLower(), Effect_, MedicineInfo.MedicineType.Booster, "AdvancedDoctorStation", (string[])null);

            EntityTemplates.ExtendEntityToMedicine(looseEntity, medicine_info);
            looseEntity.GetComponent <KPrefabID>().AddTag(GameTags.MedicalSupplies, false);
            ComplexRecipe.RecipeElement[] ingredients = new ComplexRecipe.RecipeElement[3]
            {
                new ComplexRecipe.RecipeElement((Tag)RawEggConfig.ID, 3f),
                new ComplexRecipe.RecipeElement((Tag)NectarConfig.Id, 10f),
                new ComplexRecipe.RecipeElement((Tag)SwampLilyFlowerConfig.ID, 1f)
            };
            ComplexRecipe.RecipeElement[] results = new ComplexRecipe.RecipeElement[1]
            {
                new ComplexRecipe.RecipeElement((Tag)ID, 1f)
            };
            MendingSerumConfig.recipe = new ComplexRecipe(ComplexRecipeManager.MakeRecipeID("Apothecary", (IList <ComplexRecipe.RecipeElement>)ingredients, (IList <ComplexRecipe.RecipeElement>)results), ingredients, results, 0)
            {
                time        = 200f,
                description = (string)Description,
                nameDisplay = ComplexRecipe.RecipeNameDisplay.Result,
                fabricators = new List <Tag>()
                {
                    (Tag)"Apothecary"
                },
                sortOrder    = 20,
                requiredTech = AdvancedCureConfig.recipe.requiredTech// "MedicineIV"
            };
            return(looseEntity);
        }
    public GameObject CreatePrefab()
    {
        GameObject gameObject = EntityTemplates.CreateLooseEntity("Antihistamine", ITEMS.PILLS.ANTIHISTAMINE.NAME, ITEMS.PILLS.ANTIHISTAMINE.DESC, 1f, true, Assets.GetAnim("pill_allergies_kanim"), "object", Grid.SceneLayer.Front, EntityTemplates.CollisionShape.RECTANGLE, 0.8f, 0.4f, true, 0, SimHashes.Creature, null);

        EntityTemplates.ExtendEntityToMedicine(gameObject, MEDICINE.ANTIHISTAMINE);
        ComplexRecipe.RecipeElement[] array = new ComplexRecipe.RecipeElement[2]
        {
            new ComplexRecipe.RecipeElement("PrickleFlowerSeed", 1f),
            new ComplexRecipe.RecipeElement(SimHashes.Dirt.CreateTag(), 1f)
        };
        ComplexRecipe.RecipeElement[] array2 = new ComplexRecipe.RecipeElement[1]
        {
            new ComplexRecipe.RecipeElement("Antihistamine", 10f)
        };
        string        id            = ComplexRecipeManager.MakeRecipeID("Apothecary", array, array2);
        ComplexRecipe complexRecipe = new ComplexRecipe(id, array, array2);

        complexRecipe.time        = 100f;
        complexRecipe.description = ITEMS.PILLS.ANTIHISTAMINE.RECIPEDESC;
        complexRecipe.nameDisplay = ComplexRecipe.RecipeNameDisplay.Result;
        complexRecipe.fabricators = new List <Tag>
        {
            "Apothecary"
        };
        complexRecipe.sortOrder = 10;
        recipe = complexRecipe;
        return(gameObject);
    }
        public GameObject CreatePrefab()
        {
            GameObject looseEntity = EntityTemplates.CreateLooseEntity(ID, Name, Description, 1f, true, Assets.GetAnim((HashedString)"floral_antihistamine_kanim"),
                                                                       "object", Grid.SceneLayer.Front, EntityTemplates.CollisionShape.RECTANGLE, 0.8f, 0.4f, true, 0, SimHashes.Creature, (List <Tag>)null);
            MedicineInfo medicine_info = new MedicineInfo(ID.ToLower(), Effect_, MedicineInfo.MedicineType.CureSpecific, (string)null, new string[1]
            {
                "Allergies"
            });

            EntityTemplates.ExtendEntityToMedicine(looseEntity, medicine_info);
            looseEntity.GetComponent <KPrefabID>().AddTag(GameTags.MedicalSupplies, false);
            ComplexRecipe.RecipeElement[] ingredients = new ComplexRecipe.RecipeElement[2]
            {
                new ComplexRecipe.RecipeElement(SimHashes.Copper.CreateTag(), 100f),
                new ComplexRecipe.RecipeElement((Tag)FilamentsConfig.Id, 50f)
            };
            ComplexRecipe.RecipeElement[] results = new ComplexRecipe.RecipeElement[1]
            {
                new ComplexRecipe.RecipeElement((Tag)ID, 1f)
            };

            FloralAntihistamineConfig.recipe = new ComplexRecipe(ComplexRecipeManager.MakeRecipeID("Apothecary", (IList <ComplexRecipe.RecipeElement>)ingredients, (IList <ComplexRecipe.RecipeElement>)results), ingredients, results, 0)
            {
                time        = 200f,
                description = (string)Description,
                nameDisplay = ComplexRecipe.RecipeNameDisplay.Result,
                fabricators = new List <Tag>()
                {
                    (Tag)"Apothecary"
                },
                sortOrder    = 20,
                requiredTech = AdvancedCureConfig.recipe.requiredTech// "MedicineIV"
            };
            return(looseEntity);
        }
示例#4
0
    public GameObject CreatePrefab()
    {
        GameObject gameObject = EntityTemplates.CreateLooseEntity("BasicBooster", ITEMS.PILLS.BASICBOOSTER.NAME, ITEMS.PILLS.BASICBOOSTER.DESC, 1f, true, Assets.GetAnim("pill_2_kanim"), "object", Grid.SceneLayer.Front, EntityTemplates.CollisionShape.RECTANGLE, 0.8f, 0.4f, true, 0, SimHashes.Creature, null);

        EntityTemplates.ExtendEntityToMedicine(gameObject, MEDICINE.BASICBOOSTER);
        ComplexRecipe.RecipeElement[] array = new ComplexRecipe.RecipeElement[1]
        {
            new ComplexRecipe.RecipeElement("Carbon", 1f)
        };
        ComplexRecipe.RecipeElement[] array2 = new ComplexRecipe.RecipeElement[1]
        {
            new ComplexRecipe.RecipeElement("BasicBooster".ToTag(), 1f)
        };
        string        id            = ComplexRecipeManager.MakeRecipeID("Apothecary", array, array2);
        ComplexRecipe complexRecipe = new ComplexRecipe(id, array, array2);

        complexRecipe.time        = 50f;
        complexRecipe.description = ITEMS.PILLS.BASICBOOSTER.RECIPEDESC;
        complexRecipe.nameDisplay = ComplexRecipe.RecipeNameDisplay.Result;
        complexRecipe.fabricators = new List <Tag>
        {
            "Apothecary"
        };
        complexRecipe.sortOrder = 1;
        recipe = complexRecipe;
        return(gameObject);
    }
        public GameObject CreatePrefab()
        {
            Db.Get().effects.Add(CreateEffect());

            GameObject gameObject = EntityTemplates.CreateLooseEntity("Stimulant", "Stimulant", "Temporarily increases physical ability at the cost of increased metabolism.", 1f, unitMass: true, Assets.GetAnim("pill_2_kanim"), "object", Grid.SceneLayer.Front, EntityTemplates.CollisionShape.RECTANGLE, 0.8f, 0.4f, isPickupable: true);

            EntityTemplates.ExtendEntityToMedicine(gameObject, medicineInfo);
            ComplexRecipe.RecipeElement[] inputs = new ComplexRecipe.RecipeElement[3]
            {
                new ComplexRecipe.RecipeElement(SimHashes.RefinedCarbon.CreateTag(), 10f),
                new ComplexRecipe.RecipeElement(SpiceNutConfig.ID, 1f),
                new ComplexRecipe.RecipeElement("LightBugEgg", 1f)
            };
            ComplexRecipe.RecipeElement[] outputs = new ComplexRecipe.RecipeElement[1]
            {
                new ComplexRecipe.RecipeElement("Stimulant", 10f)
            };
            string id = ComplexRecipeManager.MakeRecipeID("Apothecary", inputs, outputs);

            recipe = new ComplexRecipe(id, inputs, outputs)
            {
                time        = 75f,
                description = "Temporarily increases physical ability at the cost of increased metabolism.",
                nameDisplay = ComplexRecipe.RecipeNameDisplay.Result,
                fabricators = new List <Tag> {
                    "Apothecary"
                },
                sortOrder = 1
            };
            return(gameObject);
        }