CombatChipChest.cs 1.7 KB

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  1. using GadgetCore.API;
  2. using GadgetCore.API.ConfigMenu;
  3. using ScrapYard.API;
  4. using System;
  5. using UnityEngine;
  6. using UnityEngine.SceneManagement;
  7. namespace CombatChipChest
  8. {
  9. [Gadget("CombatChipChest", LoadAfter: new string[] { "ScrapYard" }, Dependencies: new string[] { "ScrapYard" })]
  10. public class CombatChipChest : Gadget<CombatChipChest>
  11. {
  12. public const string MOD_VERSION = "1.1"; // Set this to the version of your mod.
  13. public const string CONFIG_VERSION = "1.0"; // Increment this whenever you change your mod's config file.
  14. public override IGadgetConfigMenu GetConfigMenu() { return null; }
  15. protected override void LoadConfig() { Config.Reset(); Config.Save(); }
  16. public override string GetModDescription()
  17. {
  18. return "A mod that adds a combat chip chest block for your ship.";
  19. }
  20. protected override void Initialize()
  21. {
  22. Logger.Log("Combat Chip Chest v" + Info.Mod.Version);
  23. Core.logger = Logger;
  24. var tile = ItemUtil.CreatePlacableItem("cCombatSimulator.png", "iCombatSimulator.png", "Combat Chest");
  25. Core.itemCombatChipChestId = tile.Item.GetID();
  26. Core.npcID = tile.GetID();
  27. var asset = GadgetCoreAPI.LoadAssetBundle("menucombat");
  28. var menuCombat = UnityEngine.Object.Instantiate((GameObject)asset.LoadAsset("assets/resources/menucombat.prefab"));
  29. menuCombat.transform.localPosition = new Vector3(0, 0, -3);
  30. menuCombat.AddComponent<MenuOpenEventScript>();
  31. Core.menu = new MenuInfo(MenuType.CHIP, menuCombat, tile);
  32. Core.menu.Register("Combat Chip Chest");
  33. ShopPlatform.DefaultObjects.AddShopPlatformEntry(new ShopPlatformEntry(Core.itemCombatChipChestId, 1000));
  34. }
  35. }
  36. }