Table of Contents

Class LiquidContainerBehaviour

Namespace
GrindFest
Assembly
GrindFest.dll
public class LiquidContainerBehaviour : MonoBehaviour, ISerializableComponent
Inheritance
object
LiquidContainerBehaviour
Implements

Fields

BoilEffect
ContainerName
Contents
DrinkEffectPrefab
Durability
Interactive
IsWaterShader
Item
LiquidBottom
LiquidRenderer
LiquidTop
MaxAmount
initialLiquidPosition
initialLiquidScale

Properties

IsEmpty
SaveKey

Where this component's payload lives inside Components: stable, unique, and not to be changed - renaming it silently orphans the payload of every save that already exists. Ours are named after what they store ("GrindFest.ResourcePotion", not "...LiquidContainerBehaviour"); a mod must use its own prefix ("MyMod.Whatever").

The default is the component's type name. That is stable for a plain C# component but not for a generated/proxied one, so a mod should always declare this explicitly rather than rely on it.

Methods

ConsumeOverTime(SkillUserBehaviour, float)
Deserialize(Reader)
GetResourceAmount(ResourceType)
HasResource(ResourceType)
OnValidate()
Serialize(Writer)
TransferTo(LiquidContainerBehaviour, int)

Transfers liquid contents from this container to the target container.

UpdateLiquidVisuals()