public GodModeData(DefData defData) { _defData = defData; // get alerted when RimWorld has loaded its definition (Defs) files _defData.DefParsed += InitDefs; // get alerted when a new world is generated PrepareLanding.Instance.EventHandler.WorldGeneratedOrLoaded += ExecuteOnWorldGeneratedOrLoaded; }
public GameData(FilterOptions filterOptions) { // Definitions (Def) from game. Won't change on a single game; might change between games by using other mods. DefData = new DefData(filterOptions); // holds user choices from the "god mode" tab. GodModeData = new GodModeData(DefData); // holds user filter choices on the GUI. UserData = new UserData(filterOptions); // data specific to a single generated world. WorldData = new WorldData(DefData); }
protected WorldCharacteristicData(DefData defData) { DefData = defData; PrepareLanding.Instance.EventHandler.WorldGeneratedOrLoaded += ExecuteOnWorldGeneratedOrLoaded; #if TAB_OVERLAYS // Cocorico! GradientColors = new List <Color> { Color.blue, Color.white, Color.red }; _colorGradient = ColorUtils.CreateSolidGradient(GradientColors); #endif }
public WorldData(DefData defData) { _defData = defData; PrepareLanding.Instance.EventHandler.WorldGeneratedOrLoaded += ExecuteOnWorldGeneratedOrLoaded; // note: each of the xxxData below will take care of reloading its data on a new world. No need to do it here. #if TEMPERATURE_DATA || WORLD_DATA TemperatureData = new TemperatureData(_defData); WorldCharacteristics.Add(TemperatureData); #endif #if RAINFALL_DATA || WORLD_DATA RainfallData = new RainfallData(_defData); WorldCharacteristics.Add(RainfallData); #endif #if ELEVATION_DATA || WORLD_DATA ElevationData = new ElevationData(_defData); WorldCharacteristics.Add(ElevationData); #endif }
public ElevationData(DefData defData) : base(defData) { }
public TemperatureData(DefData defData) : base(defData) { }
public RainfallData(DefData defData) : base(defData) { }