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CreatureEggExample.cs
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CreatureEggExample.cs
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using System.Reflection;
using BepInEx;
using HarmonyLib;
using Nautilus.Assets;
using Nautilus.Assets.Gadgets;
using Nautilus.Assets.PrefabTemplates;
using Nautilus.Extensions;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UWE;
namespace Nautilus.Examples;
[BepInPlugin("com.snmodding.nautilus.creatureegg", "Nautilus Creature Egg Example Mod", Nautilus.PluginInfo.PLUGIN_VERSION)]
[BepInDependency("com.snmodding.nautilus")]
public class CreatureEggExample : BaseUnityPlugin
{
/// <summary>
/// This patch is required because the reaper leviathan doesn't have a WaterParkCreature component and it's required for creatures in the ACU to work properly.
/// </summary>
[HarmonyPatch(typeof(LiveMixin), nameof(LiveMixin.Awake))]
private static class Patcher
{
[HarmonyPostfix]
private static void AwakePostfix(Creature __instance)
{
# if SUBNAUTICA
if (!__instance.TryGetComponent(out ReaperLeviathan _))
#else
if (!__instance.TryGetComponent(out Chelicerate _))
#endif
{
return;
}
#if SUBNAUTICA
if (!PrefabDatabase.TryGetPrefabFilename(CraftData.GetClassIdForTechType(TechType.ReaperLeviathan), out var filename))
#else
if (!PrefabDatabase.TryGetPrefabFilename(CraftData.GetClassIdForTechType(TechType.Chelicerate), out var filename))
#endif
{
return;
}
var wpc = __instance.gameObject.EnsureComponent<WaterParkCreature>();
wpc.data = ScriptableObject.CreateInstance<WaterParkCreatureData>();
wpc.data.eggOrChildPrefab = new AssetReferenceGameObject(filename).ForceValid();
wpc.data.canBreed = true;
// Initial size is when the creature just hatched
wpc.data.initialSize = 0.04f;
// Max size is the maximum size this creature can reach inside the ACU
wpc.data.maxSize = 0.05f;
// Outside size is when you drop the creature outside of the ACU
wpc.data.outsideSize = 0.07f;
// How long will it take for this creature to reach the maximum size
wpc.data.daysToGrow = 6;
wpc.data.isPickupableOutside = false;
}
}
private void Awake()
{
#if SUBNAUTICA
CustomPrefab customEgg = new CustomPrefab("ReaperEggExample", "Reaper Leviathan Egg", "Reaper Leviathan Egg that makes me go yes.");
#else
CustomPrefab customEgg = new CustomPrefab("ChelicerateEggExample", "Chelicerate Egg", "Chelicerate Egg that makes me go yes.");
#endif
customEgg.Info.WithSizeInInventory(new Vector2int(3, 3));
/*
* Here we make the creature egg immune to the brine acid. Please note that a creature egg doesn't require an egg gadget to work.
* The egg gadget simply has methods that add additional item functionality to the egg, but the egg will still work like an
* egg without this gadget.
* In this example, we've used the egg gadget simply to make it acid immune.
*/
EggGadget eggGadget = customEgg.CreateCreatureEgg();
eggGadget.SetAcidImmune(true);
/*
* Here we set the required ACU stacks to two. This means that you cannot drop this egg in an ACU unless you have 2 ACUs stacks on top of each other.
*/
eggGadget.WithRequiredAcuSize(2);
/*
* Here we create an egg template instance that copies the Crash Egg model.
* In the object initializer, we're setting the hatching creature to ReaperLeviathan and also made the egg take 3 days to hatch.
*/
#if SUBNAUTICA
EggTemplate egg = new EggTemplate(customEgg.Info, TechType.CrashEgg)
#else
EggTemplate egg = new EggTemplate(customEgg.Info, TechType.RockPuncherEgg)
#endif
{
#if SUBNAUTICA
HatchingCreature = TechType.ReaperLeviathan,
#else
HatchingCreature = TechType.Chelicerate,
#endif
HatchingTime = 3
};
/*
* Here we make this egg have an unidentified egg tech type before hatching. Once it hatches, it will receive the main egg tech type.
*/
egg.SetUndiscoveredTechType();
/*
* Set the game object of our custom prefab to the egg template we setup.
*/
customEgg.SetGameObject(egg);
/*
* Register our custom fabricator to the game.
* After this point, do not edit the prefab or modify gadgets as they will not be applied.
*/
customEgg.Register();
Harmony.CreateAndPatchAll(typeof(Patcher), PluginInfo.PLUGIN_GUID);
}
}