Update 2.2.0

- Fixed: $1 coins should now work as expected outside of the newly added coin slots.
- Added: Currency symbols are now also applied to price tags where the price has never been set.
- Added: Currency Value Factor is now applied to Bank Loans.
- Added: Currency Value Factor is now applied to Store Sections.
- Added: Currency Value Factor is now applied to Storage Sections.
- Added: Currency Value Factor is now applied to Furniture Prices.
- Added: Currency Value Factor is now applied to the amount of money a new save game starts with.
- Added: Currency Value Factor is now applied to Restocker hiring & daily cost.
- Added: Currency Value Factor is now applied to Cashier hiring & daily cost.
- Added: Price Rounding, for when a currency doesn't support certain low denominations. You can now configure product prices as well as customer payments to not make you use 1 cent coins, or even coins below $1, if you wish.
- The new feature above has been preconfigured to 5 cents in the config file for the canadian dollar, making that currency's penny obsolete.
- Preconfigured config files have been updated to reflect changes made in this version.
This commit is contained in:
pan.codes 2024-05-05 21:57:31 +02:00
parent 0afdc1d02f
commit 6e2d2fac98
17 changed files with 324 additions and 4 deletions

View file

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using HarmonyLib;
using TMPro;
namespace CurrencyChanger2.Patches
{
[HarmonyPatch(typeof(FurnitureSalesItem), "Setup")]
public static class FurnitureSalesItem_Setup_Patch
{
public static void Postfix(FurnitureSalesItem __instance)
{
__instance.transform.GetChild(2).GetChild(4).GetComponent<TextMeshProUGUI>().enableWordWrapping = false;
__instance.transform.GetChild(2).GetChild(4).gameObject.SetActive(false);
__instance.transform.GetChild(2).GetChild(4).gameObject.SetActive(true);
}
}
}