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= Resources.Load("BikeHorn");Technical documentation regarding the functional systems of Space Station 3D!
AssetData system is divided in a few classes:Assets DatabaseAssetAssetDatabaseWorldObjectAssetReferenceAssetDatabaseSettings


// The Icon field is a Sprite field.
// The InteractionIcons.Open is not a Sprite, it is an AssetDatabase.
// There are implicit operators to cast this AssetDatabase into a Sprite.
public override Sprite GetIcon(InteractionEvent interactionEvent)
{
return Icon != null ? Icon : InteractionIcons.Open;
}// Get local player position,
// interaction controller and put bikehorn in first hand available.
// Note that we are adding a PDA manually for the test.
AttachedContainer hand =
TestHelpers.LocalPlayerSpawnItemInFirstHandAvailable(Items.PDA);// Calling the New() method simply creates an instance for that object.
_loadingBarInstance = WorldSpaceUI.LoadingBar.New();


The gamemode system decides what objectives are given to player and which of them are antagonists.
This page describes how to add a new objective that can then be added to a game mode.






This page describes how to add a new role into the game



This page describes how to add a new game mode with it's set of objectives





The container & inventory system. How to set them up and use in-game.
This page describes how to add new permissions into the game
This page describe how one can set up a container on a game object in the Unity's editor.














public class JumpsuitStorageCondition : Actor, IStorageCondition
{
[SerializeField]
private AttachedContainer _beltContainer;
public bool CanRemove(AttachedContainer container, Item item)
{
return _beltContainer.Empty;
}
public bool CanStore(AttachedContainer container, Item item)
{
return true;
}
}





















Dictionary<ItemId, Dictionary<string, CraftingRecipe>> public class Slice : MonoBehaviour, IInteractionSourceExtension
{
public void GetSourceInteractions(IInteractionTarget[] targets, List<InteractionEntry> interactions)
{
SliceInteraction interaction = new SliceInteraction(2f, GetComponent<InteractionSource>().transform);
foreach (IInteractionTarget target in targets)
{
interactions.Add(new InteractionEntry(target, interaction));
}
}
}