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IExamineActionProduceItems.cs
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using Il2Cpp;
namespace ExamineActionsAPI
{
/// <summary>
/// Actions implementing this can yield prodcuts (like Harvest)
/// </summary>
public interface IExamineActionProduceItems
{
/// <summary>
/// The products to yield
/// </summary>
/// <value>("GEAR_XXX", number, chance)</value>
void GetProducts(ExamineActionState state, List<MaterialOrProductItemConf> products);
/// <summary>
/// Use this to decide what GearItem to be used as the prefab. Otherwise by default EAAPI get a prefab by the item name.
/// </summary>
GearItem OverrideProductPrefab(ExamineActionState state, int index) => null;
/// <summary>
/// Implement this to do something to the actual products
/// </summary>
void PostProcessProduct (ExamineActionState state, int index, GearItem product) {}
/// <summary>
/// <para> Override consumption of each material with this.</para>
/// <para> If the material is not guaranteed to be consumed (<100%), this only get called when the it's rolled to be consumed.</para>
/// <para> It's recommended to only override this for interruption and cancellation to compensate long actions.</para>
/// </summary>
// int OverrideProductItemYield(ExamineActionState state, int index, MaterialOrProductItemConf conf, ActionResult result) => conf.Units;
}
}