Reskin Walkthrough

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This page will explain how you would go about implementing a new 'skin' in the game. Specifically, we will be implementing a farming-themed skin.

Important: Make sure Unity isn't set to compile for 'WebGL Platform'. To check this, go to your build-settings (File->Build Settings...). If it is set to WebGL, click on 'Dedicated Server' and press the 'Switch Platform' button in the lower right-hand corner of the window.

Defining the Game Version

You'll need to add

FarmingGame

to the 'GameVersion' enum in 'Assets/Scripts/CompanyMap/Master.cs'

110 farmingGameTutorialGameVersionEnum.PNG

Adding Building Sprites

In 'Assets/Scripts/CompanyMap/Master.cs', add

[Header("Farming Game")]
public Sprite SpriteFarmhouse;
public Sprite SpriteField;
public Sprite SpriteChickenCoop;
public Sprite SpriteBarn;

Your code in 'Master.cs' should look like this

When you now open the 'Assets/Scenes/Pearhub'-scene and click on '_Master' in the Hierarchy, you should see the sprite variables you just added in the Inspector.

Inspector of '_Master' after adding the Sprite-variables

Now create a new folder in 'Assets/Images/CompanyMap' and name it according to the skin you are creating. Since we are creating a farming-themed skin, we will be naming the folder 'FarmingGame'.

Project view after creating new folder and naming it

Then drag the building images into the newly-created folder.

Note that newly added Sprites must be set to be centered bottom center, so that they will align with all other sprites.

Building Images dragged into 'Assets/Images/CompanyMap/FarmingGame'

After the images have been added to the project, drag the images into their respective variable-slots in the Inspector of _Master. Note that, if you're using SVGs, you will need to click on the arrow to the right of the image and drag the sprite-file instead of the SVG-file.

Inspector of '_Master' after adding the Sprites

Adding the Stats

You need to add stats that every employee has. To do this, create a folder called 'FarmingGame' in 'Assets/Scripts/CompanyMap/Employee/StatTypes'. Then create

AgricultureStat.cs
AnimalHusbandryStat.cs
ForestryStat.cs
MechanicsStat.cs

scripts inside of that folder.

55 createStatScripts.PNG

Note that you should create exactly 4 stats, as this is the number the game was designed and tested with. However, it is technically possible to have more of fewer. If you want to experiment with the number of stats, you should thoroughly test everything before shipping.

Once you've created the scripts, open them and replace

: MonoBehaviour

with

: StatType

After you've done that, your IDE should underline the class-name and warn you that you need to implement inherited methods. If you hover over the class name with your mouse-cursor (or press Ctrl+. while your text cursor is on it), you should be prompted to implement those methods.

Simply follow that suggestion by your IDE and it will automatically create all methods required.

056 implementStat.png

After you've done this, all your methods will throw 'NotImplemented' exceptions. You'll need to replace these exceptions with whatever makes sense for your stat type.

If you don't know what a method is for, you can hover over the method name with your mouse-cursor to get a brief summary of what the method should do. You can also look at how other stat types implemented that method.

Once you've defined your stat types, you need to register them in 'Scripts/CompanyMap/Employee/StatTypes/StatTypeInstanceManager.cs'. To do this, add the following lines to the 'RegisterAll' method:

// Farming Game
Register<AgricultureStat>      (Master.GameVersion.FarmingGame, 1);
Register<AnimalHusbandryStat>  (Master.GameVersion.FarmingGame, 2);
Register<ForestryStat>         (Master.GameVersion.FarmingGame, 3);
Register<MechanicsSkill>       (Master.GameVersion.FarmingGame, 4);

(The number to the right of the comma is the stat's unique ID.)

057 registerStats.png

If you should ever need to remove a stat after you've shipped the game, make sure that you don't override it's ID with a different stat. If, for example you want to replace Forestry with tractor-driving, comment-out the

Register<AnimalHusbandryStat>	(Master.GameVersion.FarmingGame, 2);

line and add a

Register<TractorDrivingStat>	(Master.GameVersion.FarmingGame, 5);

beneath MechanicsSkill.

Adding the Building Type Definitions

Create a 'FarmingGame' folder in 'Assets/Scripts/CompanyMap/Building/BuildingTypes' and create

Farmhouse.cs,
Field.cs,
ChickenCoop.cs,
Barn.cs

scrips inside that 'FarmingGame' folder.

60 addBuildingTypeScripts.png

Once you've created the scripts for your new building types, you'll need to edit them. Firstly, you should replace the

: MonoBehaviour

with

: BuildingType

After you've done that, your IDE should underline the class-name and warn you that you need to implement inherited methods. If you hover over the class name with your mouse-cursor (or press Ctrl+. while your text cursor is on it), you should be prompted to implement those methods.

Simply follow that suggestion by your IDE and it will automatically create all methods required.

70 implementBuildingType.png

After you've done this, all your methods will throw 'NotImplemented' exceptions. You'll need to replace these exceptions with whatever makes sense for your building type.

If you don't know what a method is for, you can hover over the method name with your mouse-cursor to get a brief summary of what the method should do. You can also look at how other building types implemented that method.

Once you've defined your building types, you need to register them in 'Scripts/CompanyMap/Building/BuildingTypes/BuildingTypeInstanceManager.cs'. To do this, add the following lines to the 'RegisterAll' method:

// Farming Game
Register<Farmhouse>        (Master.GameVersion.FarmingGame, 1);
Register<Field>            (Master.GameVersion.FarmingGame, 2);
Register<ChickenCoop>      (Master.GameVersion.FarmingGame, 3);
Register<Barn>             (Master.GameVersion.FarmingGame, 4);

(The number to the right of the comma is the building type's unique ID.)

080 registerBuildingTypes.png

If you should ever need to remove a building type after you've shipped the game, make sure that you don't override it's ID with a different building type. If, for example you want to replace Farmhouse with Tractor, comment-out the

Register<Farmhouse>    (Master.GameVersion.FarmingGame, 2);

line and add a

Register<Tractor>      (Master.GameVersion.FarmingGame, 5);

beneath Barn.

Changing the skin

Select the '_Master' GameObject in the hierarchy and switch the 'Current Game Version' variable in the inspector to 'FarmingGame' (the name you created earlier).

111 farmingGameTutorialCurrentGameVersion.png

Now, when you start the game, you should see that your changes have taken effect.

Localisation

Currently, the labels of the buildings in the store still print the translation-string. To change this, we'll need to add translations for the languages we want to support.

Go to 'Assets/Resources/localisation' and right-click on a file, then open it in your file-browser (Explorer in Windows).

120 farmingGameTuroialLocalisation.png

Your file-browser will open. Now, right-click on the language-file you want to edit and open it with a Spreadsheet-editor (e.g. LibreOffice Calc, Microsoft Excel). Set the separator to 'Semicolon' (;) and disable all other separators.

130 farmingGameTuroialLocalisation.png

Add the translation-strings of the buildings you created in the first column and their translation in the second column. You can add the rows anywhere you like, though it might be a good idea to keep the localisation-files organised.

140 farmingGameTuroialLocalisationEnglish.png 150 farmingGameTuroialLocalisationGerman.png