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| | ==== Furniture ==== | | ==== Furniture ==== |
| − | This component will always be present in a furniture. These variables have been extracted directly from the class description, note that some of these variables should remain unchanged: | + | This component will always be present in a furniture. These variables have been extracted directly from the class description. |
| − | * BuildBoundary | + | Furniture: |
| − | * NavBoundary | + | * '''BuildBoundary''' (List of Vector2) - The boundary to use when checking for collisions |
| − | * FinalBoundary | + | * '''NavBoundary''' (List of Vector2) - The navigation mesh, which employees will pathfind around |
| − | * OnXEdge
| + | * '''OnXEdge''' (True/False) - Should be placed on the grid border on the x-axis |
| − | * OnYEdge | + | * '''OnYEdge''' (True/False) - Should be placed on the grid border on the y-axis |
| − | * GenerateBoundaryOnStart | + | * '''CanRotate''' (True/False) - Can be rotated when placed, e.g. not chairs |
| − | * CanRotate
| + | * '''Height1''' (Decimal number) - The bottom coordinate of the furniture |
| − | * Height1 | + | * '''Height2''' (Decimal number) - The top coordinate of the furniture, 2 is max |
| − | * Height2 | + | * '''BasementValid''' (True/False) - Can be placed in the basement |
| − | * IgnoreBoundary | + | * '''OnlyExteriorWalls''' (True/False) - Has to be placed on exterior walls |
| − | * BasementValid
| + | * '''WallFurn''' (True/False) - Should be placed on a wall |
| − | * OnlyExteriorWalls | + | * '''IsSnapping''' (True/False) - Should snap to another furniture |
| − | * WallFurn | + | * '''SnapsTo''' (String) - The name of snap point it should snap to |
| − | * SnapPoints | + | * '''CanAssign''' (True/False) - Can be assigned to an employee |
| − | * SnappedTo
| + | * '''ReverseLowPass''' (True/False) - Whether the sound should be muffled when inside or outside the parent room |
| − | * IsSnapping
| + | * '''ValidIndoors''' (True/False) - Can be placed rooms |
| − | * SnapsTo | + | * '''ValidOutdoors''' (True/False) - Can be placed in outdoor areas |
| − | * CanAssign | + | * '''ValidOnFence''' (True/False) - Can be placed on a fence if WallFurn |
| − | * ReverseLowPass | + | * '''NeedsChair''' (True/False) - Should warn the player if no chair is opposite |
| − | * ValidIndoors | + | * '''ManualUsageCalculation''' (True/False) - True for temperature furniture to manually account for the water/electricity costs based on room temperature |
| − | * ValidOutdoors | + | * '''CanSteal''' (True/False) - Can be stolen be burglar |
| − | * ValidOnFence | + | * '''IsIconic''' (List of String) - Should use thumbnail for furniture categories |
| − | * NeedsChair | + | * '''MaxQueue''' (Whole number) - How many can queue up to use this furniture |
| − | * ManualUsageCalculation | + | * '''ForceAccessible''' (True/False) - Force employees to pathfind to this furniture through other teams' rooms |
| − | * Thumbnail | + | * '''ITFix''' (True/False) - Should be repaired by IT or Maintenance |
| − | * InteractAnimation | + | * '''UnlockYear''' (Whole number) - Which year to unlock, default 0 |
| − | * MaxQueue | + | * '''TemperatureController''' (True/False) - Whether furniture controls temperature outputs |
| − | * InteractStartClip | + | * '''TemperatureOutput''' (True/False) - Whether furniture changes room temperature |
| − | * InteractEndClip | + | * '''TempControlType''' (TemperatureType) - None, Heating or Cooling |
| − | * UpgradeFrom | + | * '''TempControlDependency''' (String) - Name of temperature controller we depends on, e.g. Central Heating or Roof AC |
| − | * UpgradeTo | + | * '''TempAccessPoint''' (Transform) - Position where the pipes connect up to |
| − | * InDemo | + | * '''AlwaysOn''' (True/False) - Is always on and using water/electrity and/or degrading |
| − | * ForceAccessible | + | * '''OnWithParent''' (True/False) - Turns on when parent snap point does |
| − | * ITFix | + | * '''ComputerTransform''' (Transform) - Transform of computer mesh, or parent of computer meshes |
| − | * UnlockYear | + | * '''OriginalOffset''' (Vector3) - PC's original position |
| − | * TemperatureController
| + | * '''PCAddonOffset''' (Vector3) - PC's position when addon is present |
| − | * AlwaysOn | + | * '''OriginalRotation''' (Vector3) - PC's original rotation |
| − | * OnWithParent | + | * '''PCAddonRotation''' (Vector3) - PC's rotation when addon is present |
| − | * ComputerTransform | + | * '''PokesThroughWall''' (True/False) - Whether furniture pokes through wall |
| − | * OriginalOffset | + | * '''PokesThroughRoof''' (True/False) - Whether furniture pokes through roof |
| − | * PCAddonOffset | + | * '''CanLean''' (True/False) - Can employee lean on this furniture |
| − | * OriginalRotation | + | * '''UseStandardMat''' (True/False) - Whether funriture uses default furniture shader |
| − | * PCAddonRotation | + | * '''TwoFloors''' (True/False) - Does furniture use up 2 floors, e.g. stairs |
| − | * PokesThroughWall | + | * '''OffsetPoints''' (List of Transform) - Start and end position of employee paths for stairs |
| − | * CanLean | + | * '''InterPoints''' (List of Transform) - Points to go through to get up for stairs |
| − | * UseStandardMat | + | * '''InterPointsReversed''' (List of Transform) - Points to go through to get down for stairs |
| − | * TwoFloors | + | * '''UpperFloorFrame''' (Renderer) - Mesh to render when looking at upper floor, basically a frame to give floors thickness for stairs |
| − | * OffsetPoints | + | * '''OnRoofMesh''' (Renderer) - Mesh to only render when looking at upper floor for furniture that pokes through roof |
| − | * InterPoints | + | * '''HoldablePoints''' (List of Transform) - Points where stuff can be placed, e.g. food |
| − | * InterPointsReversed | + | * '''DespawnHoldables''' (True/False) - Whether stuff that is placed should get removed automatically |
| − | * UpperFloorFrame | + | * '''DespawnHour''' (Decimal number) - How many hours to wait before despawning |
| − | * HoldablePoints | + | * '''DisableTableGrouping''' (True/False) - Whether this table should not be grouped with others |
| − | * DespawnHoldables | + | * '''InRentMode''' (True/False) - Whether this furniture can be placed in rent mode |
| − | * DespawnHour | + | * '''LookAtPoints''' (List of Transform) - Points employee should look at when interacting with furniture |
| − | * RandomSFX | + | * '''ActiveWithOn''' (GameObject) - Object that should activate/deactivate with the On state of furniture |
| − | * SFXFiles | + | * '''AtlasObject''' (MeshRenderer) - See material guide |
| − | * RandomSFXMin | + | * '''AtlasDimensions''' (Vector2) - See material guide |
| − | * RandomSFXMax | + | * '''AtlasCount''' (Whole number) - See material guide |
| − | * DisableTableGrouping | + | * '''Type''' (String) - The type of furniture, used to query funritures by employees and in other places |
| − | * InRentMode | + | * '''Category''' (List of String) - Which categories to use in build menu |
| − | * Type | + | * '''FunctionCategory''' (String) - Which functional category to use in build menu |
| − | * Category | + | * '''Cost''' (Decimal number) - The cost of the furniture |
| − | * FunctionCategory | + | * '''ButtonDescription''' (String) - The description to display in build menu |
| − | * Cost | + | * '''ComputerPowerModifier''' (Decimal number) - How much computer power differs from standard, 1 = 100% = no difference |
| − | * ButtonDescription | + | * '''IgnorePCRelease''' (True/False) - Whether PC should affect the decline of PC performance when unlocked |
| − | * ComputerPower | + | * '''HeatCoolArea''' (Decimal number) - The amount of room area this furniture can heat/cool |
| − | * HeatCoolPotential | + | * '''EqualizeTemperature''' (True/False) - Should make temperature 21c or just go ham, e.g. industrial fans |
| − | * HeatCoolArea | + | * '''RoleBuffs''' (List of Single) - Roles that furniture buffs, used in PC addons, 0 = 0% = no buff |
| − | * EqualizeTemperature | + | * '''Lighting''' (Decimal number) - How much this furniture lights the room up |
| − | * RoleBuffs | + | * '''Wait''' (Decimal number) - How long to wait on furniture, e.g. for coffee machines |
| − | * Lighting | + | * '''MiscPotential''' (Decimal number) - Used to determine power for different furniture, used for coffee and security cam |
| − | * Coffee | + | * '''Capacity''' (Whole number) - How many perishables furniture can hold |
| − | * Wait
| + | * '''RefillCapacity''' (True/False) - Whether to refill automatically |
| − | * AuraValues | + | * '''UnitCost''' (Decimal number) - How much a s ingle perishable costs |
| − | * Wattage | + | * '''AuraValues''' (List of Single) - Buffs to [effectiveness, skill, mood] in parent room, -1 ignored, 0 = 0% = no buff |
| − | * Water | + | * '''Wattage''' (Decimal number) - How much electricy costs |
| − | * Noisiness | + | * '''Water''' (Decimal number) - How much water costs |
| − | * Comfort | + | * '''Noisiness''' (Decimal number) - How muich noise |
| − | * Environment | + | * '''ExpectedOn''' (Decimal number) - How long furniture is expected to be on per day in hours, for build menu info panel |
| − | * HasConnectionBeam | + | * '''Comfort''' (Decimal number) |
| − | * ConnectionBeam | + | * '''Environment''' (Decimal number) - 100% = no effect |
| − | * PlacedInEditMode | + | * '''MeshBoundary''' (List of Vector2) - Boundary to use when offsetting furniture from wall, empty for no offsetting |
| − | * MeshBoundary | + | * '''Table''' (TableScript) - Reference to TableScript if table |
| − | * RotationOffset | + | * '''PrimaryColorName''' (String) - Name of primary color, mapped to Red |
| − | * OriginalPosition | + | * '''SecondaryColorName''' (String) - Name of secondary color, mapped to Green |
| − | * AudioSrc | + | * '''TertiaryColorName''' (String) - Name of tertiary color, mapped to Blue |
| − | * isTemporary | + | * '''EmissionOnWithFurniture''' (True/False) - Whether to turn emission on/off with furniture On state |
| − | * upg | + | * '''EmissionWarmUp''' (True/False) - Whether emission should slowly turn on/off |
| − | * PathFailCount | + | * '''ColorPrimaryEnabled''' (True/False) - Whether player can pick primary color |
| − | * InteractionPoints | + | * '''ColorSecondaryEnabled''' (True/False) - Whether player can pick secondary color |
| − | * Parent | + | * '''ColorTertiaryEnabled''' (True/False) - whether player can pick tertiary color |
| − | * EnvironmentNoise
| + | * '''ForceColorSecondary''' (True/False) - Whether secondary color should be forced to default value |
| − | * ActorNoise
| + | * '''ForceColorTertiary''' (True/False) - Whether tertiary color should be forced to default value |
| − | * FinalNoise
| + | * '''ColorPrimaryDefault''' (Color) - Default primary color |
| − | * ComputerChair
| + | * '''ColorSecondaryDefault''' (Color) - Default secondary color |
| − | * Undo
| + | * '''ColorTertiaryDefault''' (Color) - Default tertiary color |
| − | * LastWattUse
| + | * '''ColorableLights''' (List of Light) - Reference to Light scripts that can be colored by player |
| − | * LastWaterUse
| + | * '''FullColorMaterial''' (True/False) - Whether entire material should be colored, e.g. if default Unity material |
| − | * Table
| + | * '''LightPrimary''' (True/False) - Whether primary color or tertiary color should control light color |
| − | * _defaultColorGroup
| + | * '''TreeLeaves''' (Renderer) - Reference to tree mesh to use in-game tree shader |
| − | * PrimaryColorName
| |
| − | * SecondaryColorName
| |
| − | * TertiaryColorName
| |
| − | * ColorPrimaryEnabled | |
| − | * ColorSecondaryEnabled | |
| − | * ColorTertiaryEnabled | |
| − | * ForceColorSecondary | |
| − | * ForceColorTertiary | |
| − | * ColorPrimaryDefault | |
| − | * ColorSecondaryDefault | |
| − | * ColorTertiaryDefault | |
| − | * Colorable | |
| − | * ColorableLights
| |
| − | * FullColorMaterial | |
| − | * LightPrimary | |
| − | * TreeLeaves | |
| | | | |
| | ==== Upgradable ==== | | ==== Upgradable ==== |