-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathBlock.cs
244 lines (240 loc) · 7.74 KB
/
Block.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
// Decompiled with JetBrains decompiler
// Type: Block
// Assembly: Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: 9389A4AF-DACD-4250-864C-FFB1C86AE6D0
// Assembly location: SteamLibrary\steamapps\common\Blockhood\BLOCKHOOD v0_40_08_Data\Managed\Assembly-CSharp.dll
using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class Block
{
public int distanceToStreet = 1000;
public List<int> inputs = new List<int>();
public List<int> outputs = new List<int>();
public List<float> inputsAmounts = new List<float>();
public List<float> outputsAmounts = new List<float>();
public List<int> optionalInputs = new List<int>();
public List<float> optionalInputsAmounts = new List<float>();
private int callOnce = 1;
private int callOnce2 = 1;
private int cantiliverAmmount = 1000;
public List<int> myAgents = new List<int>();
public List<string> allAgentFunctionsString = new List<string>();
public List<string> agentFunctionsToCall = new List<string>();
public List<int> intsForfunctionsToCall = new List<int>();
public List<int> intsForfunctionsToCall2 = new List<int>();
public List<int> intsForfunctionsToCall3 = new List<int>();
public List<int> intsForfunctionsToCall4 = new List<int>();
public int myParentID = -1;
public int maxDecay = 5;
public bool doDecay = true;
public bool needsAccessToProduce = true;
public List<int> myConnectionsList = new List<int>();
public List<int> myWalkableConnectionsList = new List<int>();
public List<int> allNeighbors = new List<int>();
public List<int> synergyBlocks = new List<int>();
public List<float> synergyAmounts = new List<float>();
public List<SubCategory> synergyBlockCategories = new List<SubCategory>();
public List<float> synergyCategoriesAmounts = new List<float>();
private int lastMonth = -1;
public int agentInhabitingID = -1;
public int levelOfFinish = 3;
public int inspectDecay = 30;
public float produceFactor = 1f;
public float eventModifier = 1f;
public float rateOfProductionModif = 1f;
public float realRateOfProduction = 1f;
public float oldrealRateOfProduction = 1f;
public List<int> customRegenBlocks = new List<int>();
public List<int> customRegenBlocksAmmounts = new List<int>();
public GameObject geometry;
public GameObject altGeo1;
public GameObject altGeo2;
public float chance1;
public float chance2;
public bool haveAlt1;
public bool haveAlt2;
public Texture altTexture1;
public Texture altTexture2;
public Texture AltWhite1;
public Texture AltWhite2;
public GameObject ghostGeo;
public Sprite icon;
// private Manager myManager;
public string alias_spanish;
public string description_spanish;
public string alias_japanese;
public string description_japanese;
public string alias_french;
public string description_french;
public string alias_german;
public string description_german;
public string alias_italian;
public string description_italian;
public string alias_portugese;
public string description_portugese;
public string alias_korean;
public string description_korean;
public string alias_chinese;
public string description_chinese;
public string alias_russian;
public string description_russian;
public string alias_hungarian;
public string description_hungarian;
public string alias_spanish_d;
public string description_spanish_d;
public string alias_japanese_d;
public string description_japanese_d;
public string alias_french_d;
public string description_french_d;
public string alias_german_d;
public string description_german_d;
public string alias_italian_d;
public string description_italian_d;
public string alias_portugese_d;
public string description_portugese_d;
public string alias_korean_d;
public string description_korean_d;
public string alias_chinese_d;
public string description_chinese_d;
public string alias_russian_d;
public string description_russian_d;
public string alias_hungarian_d;
public string description_hungarian_d;
public int blockToCopy;
public Category category;
public int ID;
public int IDinArray;
public int moneyCost;
public int upKeep;
public string myName;
public bool isWalkable;
public bool allowUpper;
public bool allowLeft;
public bool allowRight;
public bool allowFront;
public bool allowBack;
public int direction;
public bool connectForward;
public bool connectBack;
public bool connectLeft;
public bool connectRight;
public bool connectUpperForward;
public bool connectUpperBack;
public bool connectUpperLeft;
public bool connectUpperRight;
public bool currentConnectForward;
public bool currentConnectBack;
public bool currentConnectLeft;
public bool currentConnectRight;
public bool currentConnectUpperForward;
public bool currentConnectUpperBack;
public bool currentConnectUpperLeft;
public bool currentConnectUpperRight;
public string toolTipHeader;
public string toolTipContent;
private bool isAccessible;
private bool streetAccess;
public bool upperLevelAccess;
public bool lowerLevelAccess;
public bool inhabitable;
public float rateOfProduction;
public bool staticOutput;
public float internalClock;
public int idX;
public int idY;
public int idZ;
private int heapIndex;
public int gCost;
public int hCost;
public Vector3 worldPosition;
public Block parent;
public int myType;
public int decay;
public bool doneSwapping;
public string blockToSwap;
public GameObject decayGeo;
public string decayName;
public string decayComment;
public bool isDead;
public Texture colorMat;
public Texture whiteMat;
public Texture colorMatDecay;
public Texture whiteMatDecay;
public AudioClip creationSound;
public AudioClip pokeSound;
public bool producedLastTurn;
public float resourcesPerSecond;
public bool needsSoil;
public bool doesntRotate;
public bool doesntDecay;
public bool localVariance;
public bool doubleHeight;
public bool tripleHeight;
public bool inhabited;
public int[] myConnections;
private bool willDie;
public SubCategory subCategory;
public float synergy;
public float prevSynergy;
public bool weatherVarience;
public float summerModif;
public float winterModif;
public float fallModif;
public float springModif;
private bool tick;
private bool agentCreated;
public int updatePropagation;
public int biodiversityAcum;
public int landValAcum;
public int biodiversity;
public int bioRadius;
public int landvalue;
public int landVRadius;
public bool indestructible;
public int regeneratedCount;
public int inspectedCount;
public int hoverCount;
public bool produceAtStart;
public bool someOnesHome;
public GameObject agentGO;
public Material mainMaterial;
public Material decayMaterial;
public bool customRegen;
private float rSeed;
public enum Category
{
EMPTY,
PUBLIC_SPACE,
PRODUCTION,
BUILDINGS,
ORGANIC,
DECAY,
ADV_PUBLICSPACE,
ADV_PRODUCTION,
ADV_BUILDINGS,
ADV_ORGANIC,
WILD_TILES,
ADV_PUBLIC_2,
ADV_PROD_2,
ADV_BUILD_2,
ADV_ORGANIC_2,
BUSY,
}
public enum SubCategory
{
_EMPTY,
TREES,
HOUSING,
FARMS,
INDUSTRY,
COMMERCE,
SPECIAL,
PUBLIC_SPACE,
PARK,
SCENIC,
HOTEL,
VERTICAL_CIRC,
}
}