using GadgetCore.API; using GadgetCore.API.ConfigMenu; using System; using UnityEngine; using UnityEngine.SceneManagement; namespace CombatChipChest { [Gadget("CombatChipChest")] public class CombatChipChest : Gadget { public const string MOD_VERSION = "1.0"; // Set this to the version of your mod. public const string CONFIG_VERSION = "1.0"; // Increment this whenever you change your mod's config file. public override IGadgetConfigMenu GetConfigMenu() { return null; } protected override void LoadConfig() { Config.Reset(); Config.Save(); } public override string GetModDescription() { return "A mod that adds a combat chip chest block for your ship."; } protected override void Initialize() { Logger.Log("Combat Chip Chest v" + Info.Mod.Version); Core.logger = Logger; var tile = ItemUtil.CreatePlacableItem("cCombatSimulator.png", "iCombatSimulator.png", "Combat Chest"); Core.itemCombatChipChestId = tile.Item.GetID(); Core.npcID = tile.GetID(); var asset = GadgetCoreAPI.LoadAssetBundle("menucombat"); var menuCombat = UnityEngine.Object.Instantiate((GameObject)asset.LoadAsset("assets/resources/menucombat.prefab")); menuCombat.transform.localPosition = new Vector3(0, 0, -3); menuCombat.AddComponent(); Core.menu = new MenuInfo(MenuType.CHIP, menuCombat, tile); Core.menu.Register("Combat Chip Chest"); // SceneManager.sceneLoaded += OnSceneLoaded; } internal static void OnSceneLoaded(Scene scene, LoadSceneMode mode) { if (scene.buildIndex == 1) { try { // GameObject obj = GadgetCoreAPI.CreateMarketStand(ItemRegistry.GetItem(Core.itemCombatChipChestId), new Vector2(-138f - 1 * 4, -7.49f), 100); // // NetworkView network = obj.GetComponent(); // // network.viewID = Network.AllocateViewID(); } catch (Exception e) { Core.logger.LogConsole(e.Message); } } } } }