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6,428 bytes added ,  15:48, 6 February 2020
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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:
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This component will always be present in a furniture. These variables have been extracted directly from the class description.
* BuildBoundary
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Furniture:
* NavBoundary
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* '''BuildBoundary''' (List of Vector2) - The boundary to use when checking for collisions
* FinalBoundary
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* '''NavBoundary''' (List of Vector2) - The navigation mesh, which employees will pathfind around
* OnXEdge
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* '''OnXEdge''' (True/False) - Should be placed on the grid border on the x-axis
* OnYEdge
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* '''OnYEdge''' (True/False) - Should be placed on the grid border on the y-axis
* GenerateBoundaryOnStart
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* '''CanRotate''' (True/False) - Can be rotated when placed, e.g. not chairs
* CanRotate
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* '''Height1''' (Decimal number) - The bottom coordinate of the furniture
* Height1
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* '''Height2''' (Decimal number) - The top coordinate of the furniture, 2 is max
* Height2
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* '''BasementValid''' (True/False) - Can be placed in the basement
* IgnoreBoundary
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* '''OnlyExteriorWalls''' (True/False) - Has to be placed on exterior walls
* BasementValid
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* '''WallFurn''' (True/False) - Should be placed on a wall
* OnlyExteriorWalls
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* '''IsSnapping''' (True/False) - Should snap to another furniture
* WallFurn
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* '''SnapsTo''' (String) - The name of snap point it should snap to
* SnapPoints
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* '''CanAssign''' (True/False) - Can be assigned to an employee
* SnappedTo
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* '''ReverseLowPass''' (True/False) - Whether the sound should be muffled when inside or outside the parent room
* IsSnapping
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* '''ValidIndoors''' (True/False) - Can be placed rooms
* SnapsTo
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* '''ValidOutdoors''' (True/False) - Can be placed in outdoor areas
* CanAssign
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* '''ValidOnFence''' (True/False) - Can be placed on a fence if WallFurn
* ReverseLowPass
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* '''NeedsChair''' (True/False) - Should warn the player if no chair is opposite
* ValidIndoors
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* '''ManualUsageCalculation''' (True/False) - True for temperature furniture to manually account for the water/electricity costs based on room temperature
* ValidOutdoors
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* '''CanSteal''' (True/False) - Can be stolen be burglar
* ValidOnFence
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* '''IsIconic''' (List of String) - Should use thumbnail for furniture categories
* NeedsChair
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* '''MaxQueue''' (Whole number) - How many can queue up to use this furniture
* ManualUsageCalculation
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* '''ForceAccessible''' (True/False) - Force employees to pathfind to this furniture through other teams' rooms
* Thumbnail
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* '''ITFix''' (True/False) - Should be repaired by IT or Maintenance
* InteractAnimation
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* '''UnlockYear''' (Whole number) - Which year to unlock, default 0
* MaxQueue
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* '''TemperatureController''' (True/False) - Whether furniture controls temperature outputs
* InteractStartClip
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* '''TemperatureOutput''' (True/False) - Whether furniture changes room temperature
* InteractEndClip
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* '''TempControlType''' (TemperatureType) - None, Heating or Cooling
* UpgradeFrom
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* '''TempControlDependency''' (String) - Name of temperature controller we depends on, e.g. Central Heating or Roof AC
* UpgradeTo
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* '''TempAccessPoint''' (Transform) - Position where the pipes connect up to
* InDemo
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* '''AlwaysOn''' (True/False) - Is always on and using water/electrity and/or degrading
* ForceAccessible
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* '''OnWithParent''' (True/False) - Turns on when parent snap point does
* ITFix
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* '''ComputerTransform''' (Transform) - Transform of computer mesh, or parent of computer meshes
* UnlockYear
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* '''OriginalOffset''' (Vector3) - PC's original position
* TemperatureController
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* '''PCAddonOffset''' (Vector3) - PC's position when addon is present
* AlwaysOn
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* '''OriginalRotation''' (Vector3) - PC's original rotation
* OnWithParent
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* '''PCAddonRotation''' (Vector3) - PC's rotation when addon is present
* ComputerTransform
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* '''PokesThroughWall''' (True/False) - Whether furniture pokes through wall
* OriginalOffset
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* '''PokesThroughRoof''' (True/False) - Whether furniture pokes through roof
* PCAddonOffset
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* '''CanLean''' (True/False) - Can employee lean on this furniture
* OriginalRotation
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* '''UseStandardMat''' (True/False) - Whether funriture uses default furniture shader
* PCAddonRotation
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* '''TwoFloors''' (True/False) - Does furniture use up 2 floors, e.g. stairs
* PokesThroughWall
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* '''OffsetPoints''' (List of Transform) - Start and end position of employee paths for stairs
* CanLean
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* '''InterPoints''' (List of Transform) - Points to go through to get up for stairs
* UseStandardMat
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* '''InterPointsReversed''' (List of Transform) - Points to go through to get down for stairs
* TwoFloors
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* '''UpperFloorFrame''' (Renderer) - Mesh to render when looking at upper floor, basically a frame to give floors thickness for stairs
* OffsetPoints
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* '''OnRoofMesh''' (Renderer) - Mesh to only render when looking at upper floor for furniture that pokes through roof
* InterPoints
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* '''HoldablePoints''' (List of Transform) - Points where stuff can be placed, e.g. food
* InterPointsReversed
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* '''DespawnHoldables''' (True/False) - Whether stuff that is placed should get removed automatically
* UpperFloorFrame
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* '''DespawnHour''' (Decimal number) - How many hours to wait before despawning
* HoldablePoints
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* '''DisableTableGrouping''' (True/False) - Whether this table should not be grouped with others
* DespawnHoldables
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* '''InRentMode''' (True/False) - Whether this furniture can be placed in rent mode
* DespawnHour
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* '''LookAtPoints''' (List of Transform) - Points employee should look at when interacting with furniture
* RandomSFX
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* '''ActiveWithOn''' (GameObject) - Object that should activate/deactivate with the On state of furniture
* SFXFiles
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* '''AtlasObject''' (MeshRenderer) - See material guide
* RandomSFXMin
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* '''AtlasDimensions''' (Vector2) - See material guide
* RandomSFXMax
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* '''AtlasCount''' (Whole number) - See material guide
* DisableTableGrouping
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* '''Type''' (String) - The type of furniture, used to query funritures by employees and in other places
* InRentMode
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* '''Category''' (List of String) - Which categories to use in build menu
* Type
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* '''FunctionCategory''' (String) - Which functional category to use in build menu
* Category
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* '''Cost''' (Decimal number) - The cost of the furniture
* FunctionCategory
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* '''ButtonDescription''' (String) - The description to display in build menu
* Cost
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* '''ComputerPowerModifier''' (Decimal number) - How much computer power differs from standard, 1 = 100% = no difference
* ButtonDescription
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* '''IgnorePCRelease''' (True/False) - Whether PC should affect the decline of PC performance when unlocked
* ComputerPower
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* '''HeatCoolArea''' (Decimal number) - The amount of room area this furniture can heat/cool
* HeatCoolPotential
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* '''EqualizeTemperature''' (True/False) - Should make temperature 21c or just go ham, e.g. industrial fans
* HeatCoolArea
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* '''RoleBuffs''' (List of Single) - Roles that furniture buffs, used in PC addons, 0 = 0% = no buff
* EqualizeTemperature
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* '''Lighting''' (Decimal number) - How much this furniture lights the room up
* RoleBuffs
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* '''Wait''' (Decimal number) - How long to wait on furniture, e.g. for coffee machines
* Lighting
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* '''MiscPotential''' (Decimal number) - Used to determine power for different furniture, used for coffee and security cam
* Coffee
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* '''Capacity''' (Whole number) - How many perishables furniture can hold
* Wait
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* '''RefillCapacity''' (True/False) - Whether to refill automatically
* AuraValues
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* '''UnitCost''' (Decimal number) - How much a s ingle perishable costs
* Wattage
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* '''AuraValues''' (List of Single) - Buffs to [effectiveness, skill, mood] in parent room, -1 ignored, 0 = 0% = no buff
* Water
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* '''Wattage''' (Decimal number) - How much electricy costs
* Noisiness
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* '''Water''' (Decimal number) - How much water costs
* Comfort
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* '''Noisiness''' (Decimal number) - How muich noise
* Environment
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* '''ExpectedOn''' (Decimal number) - How long furniture is expected to be on per day in hours, for build menu info panel
* HasConnectionBeam
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* '''Comfort''' (Decimal number)
* ConnectionBeam
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* '''Environment''' (Decimal number) - 100% = no effect
* PlacedInEditMode
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* '''MeshBoundary''' (List of Vector2) - Boundary to use when offsetting furniture from wall, empty for no offsetting
* MeshBoundary
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* '''Table''' (TableScript) - Reference to TableScript if table
* RotationOffset
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* '''PrimaryColorName''' (String) - Name of primary color, mapped to Red
* OriginalPosition
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* '''SecondaryColorName''' (String) - Name of secondary color, mapped to Green
* AudioSrc
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* '''TertiaryColorName''' (String) - Name of tertiary color, mapped to Blue
* isTemporary
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* '''EmissionOnWithFurniture''' (True/False) - Whether to turn emission on/off with furniture On state
* upg
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* '''EmissionWarmUp''' (True/False) - Whether emission should slowly turn on/off
* PathFailCount
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* '''ColorPrimaryEnabled''' (True/False) - Whether player can pick primary color
* InteractionPoints
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* '''ColorSecondaryEnabled''' (True/False) - Whether player can pick secondary color
* Parent
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* '''ColorTertiaryEnabled''' (True/False) - whether player can pick tertiary color
* EnvironmentNoise
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* '''ForceColorSecondary''' (True/False) - Whether secondary color should be forced to default value
* ActorNoise
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* '''ForceColorTertiary''' (True/False) - Whether tertiary color should be forced to default value
* FinalNoise
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* '''ColorPrimaryDefault''' (Color) - Default primary color
* ComputerChair
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* '''ColorSecondaryDefault''' (Color) - Default secondary color
* Undo
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* '''ColorTertiaryDefault''' (Color) - Default tertiary color
* LastWattUse
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* '''ColorableLights''' (List of Light) - Reference to Light scripts that can be colored by player
* LastWaterUse
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* '''FullColorMaterial''' (True/False) - Whether entire material should be colored, e.g. if default Unity material
* Table
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* '''LightPrimary''' (True/False) - Whether primary color or tertiary color should control light color
* _defaultColorGroup
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* '''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 ====

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