Class KnownTechHandler
A handler class for configuring custom unlocking conditions for item blueprints.
public static class KnownTechHandler
- Inheritance
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KnownTechHandler
- Inherited Members
Methods
RemoveAllCurrentAnalysisTechEntry(TechType)
Allows you to remove all unlock entries from a TechType to be able to disable or change it to a new unlock.
***Note: This is patch time specific so the LAST mod to call this on a techtype will be the only one to control what unlocks said type after its use.***
public static void RemoveAllCurrentAnalysisTechEntry(TechType targetTechType)
Parameters
targetTechTypeTechType- Target TechType to remove the unlocks for.
RemoveAnalysisTechEntryFromSpecific(TechType, List<TechType>)
Allows you to remove unlock entries for a TechType from specific entries.
public static void RemoveAnalysisTechEntryFromSpecific(TechType targetTechType, List<TechType> techTypes)
Parameters
targetTechTypeTechType- Target TechType to remove the unlocks for.
techTypesList<TechType>- List of TechType to remove the targetTechType from.
SetAnalysisTechEntry(AnalysisTech)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in KnownTech.AnalysisTech.unlockTechTypes will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(KnownTech.AnalysisTech analysisTech)
Parameters
analysisTechKnownTech.AnalysisTech- The analysis tech entry to add.
SetAnalysisTechEntry(TechType, IEnumerable<TechType>)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock)
Parameters
techTypeToBeAnalysedTechType- This TechType is the criteria for all of the "unlock TechTypes"; when this TechType is unlocked, so are all the ones in that list
techTypesToUnlockIEnumerable<TechType>- The TechTypes that will be unlocked when "techTypeToSet" is unlocked.
SetAnalysisTechEntry(TechType, IEnumerable<TechType>, FMODAsset)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock, FMODAsset unlockSound)
Parameters
techTypeToBeAnalysedTechType- This TechType is the criteria for all of the "unlock TechTypes"; when this TechType is unlocked, so are all the ones in that list
techTypesToUnlockIEnumerable<TechType>- The TechTypes that will be unlocked when "techTypeToSet" is unlocked.
unlockSoundFMODAsset- The sound that plays when you unlock the blueprint.
SetAnalysisTechEntry(TechType, IEnumerable<TechType>, FMODAsset, Sprite)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock, FMODAsset unlockSound, Sprite unlockSprite)
Parameters
techTypeToBeAnalysedTechType- This TechType is the criteria for all of the "unlock TechTypes"; when this TechType is unlocked, so are all the ones in that list
techTypesToUnlockIEnumerable<TechType>- The TechTypes that will be unlocked when "techTypeToSet" is unlocked.
unlockSoundFMODAsset- The sound that plays when you unlock the blueprint.
unlockSpriteSprite- The sprite that shows up when you unlock the blueprint.
SetAnalysisTechEntry(TechType, IEnumerable<TechType>, FMODAsset, Sprite, List<StoryGoal>)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock, FMODAsset unlockSound, Sprite unlockSprite, List<StoryGoal> storyGoals)
Parameters
techTypeToBeAnalysedTechType- This TechType is the criteria for all of the "unlock TechTypes"; when this TechType is unlocked, so are all the ones in that list
techTypesToUnlockIEnumerable<TechType>- The TechTypes that will be unlocked when "techTypeToSet" is unlocked.
unlockSoundFMODAsset- The sound that plays when you unlock the blueprint.
unlockSpriteSprite- The sprite that shows up when you unlock the blueprint.
storyGoalsList<StoryGoal>- The story goals that will be triggered when you unlock the blueprint.
SetAnalysisTechEntry(TechType, IEnumerable<TechType>, string)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock, string unlockMessage)
Parameters
techTypeToBeAnalysedTechType- This TechType is the criteria for all of the "unlock TechTypes"; when this TechType is unlocked, so are all the ones in that list
techTypesToUnlockIEnumerable<TechType>- The TechTypes that will be unlocked when "techTypeToSet" is unlocked.
unlockMessagestring- The message that shows up on the right when the blueprint is unlocked.
SetAnalysisTechEntry(TechType, IEnumerable<TechType>, string, FMODAsset)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock, string unlockMessage, FMODAsset unlockSound)
Parameters
techTypeToBeAnalysedTechType- This TechType is the criteria for all of the "unlock TechTypes"; when this TechType is unlocked, so are all the ones in that list
techTypesToUnlockIEnumerable<TechType>- The TechTypes that will be unlocked when "techTypeToSet" is unlocked.
unlockMessagestring- The message that shows up on the right when the blueprint is unlocked.
unlockSoundFMODAsset- The sound that plays when you unlock the blueprint.
SetAnalysisTechEntry(TechType, IEnumerable<TechType>, string, Sprite)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock, string unlockMessage, Sprite unlockSprite)
Parameters
techTypeToBeAnalysedTechType- This TechType is the criteria for all of the "unlock TechTypes"; when this TechType is unlocked, so are all the ones in that list
techTypesToUnlockIEnumerable<TechType>- The TechTypes that will be unlocked when "techTypeToSet" is unlocked.
unlockMessagestring- The message that shows up on the right when the blueprint is unlocked.
unlockSpriteSprite- The sprite that shows up when you unlock the blueprint.
SetAnalysisTechEntry(TechType, IEnumerable<TechType>, Sprite)
Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
If there is already an exisitng AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
added to the existing AnalysisTech entry unlocks.
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock, Sprite unlockSprite)
Parameters
techTypeToBeAnalysedTechType- This TechType is the criteria for all of the "unlock TechTypes"; when this TechType is unlocked, so are all the ones in that list
techTypesToUnlockIEnumerable<TechType>- The TechTypes that will be unlocked when "techTypeToSet" is unlocked.
unlockSpriteSprite- The sprite that shows up when you unlock the blueprint.
SetCompoundUnlock(TechType, List<TechType>)
Allows you to set up a custom Compound Unlock requiring multiple techtypes to be unlocked before 1 is.
***Note: This will not remove any original unlock and if you need to do so you should use RemoveAnalysisTechEntryFromSpecific(TechType, List<TechType>) or RemoveAllCurrentAnalysisTechEntry(TechType)
public static void SetCompoundUnlock(TechType techType, List<TechType> compoundTechsForUnlock)
Parameters
techTypeTechTypecompoundTechsForUnlockList<TechType>
UnlockOnStart(TechType)
Allows you to unlock a TechType on game start.
public static void UnlockOnStart(TechType techType)
Parameters
techTypeTechType