OnTechTreeNodeUnlocked
Usage
- No return behavior
Example Autogenerated
csharp
private void OnTechTreeNodeUnlocked( Workbench instance, ItemDefinition itemDef, BasePlayer player )
{
Puts( "OnTechTreeNodeUnlocked works!" );
}csharp
private void OnTechTreeNodeUnlocked( Workbench instance, ItemDefinition current4, BasePlayer player )
{
Puts( "OnTechTreeNodeUnlocked works!" );
}Location
- Workbench::RPC_TechTreeUnlock(BaseEntity/RPCMessage msg)
- Workbench::RPC_TechTreeUnlock(BaseEntity/RPCMessage msg)
csharp
//---
{
TechTreeData.NodeInstance byID2 = techTreeForLevel.GetByID(current3);
if (byID2 != null && byID2.itemDef != null)
{
player.blueprints.Unlock(byID2.itemDef);
Interface.CallHook("OnTechTreeNodeUnlocked", this, byID2.itemDef, player);
Facepunch.Rust.Analytics.Azure.OnBlueprintLearned(player, byID2.itemDef, "techtree", 0, this);
}
}
Debug.Log("Player unlocked group :" + current2.groupName);
}
//---csharp
//---
{
TechTreeData.NodeInstance byID2 = techTreeForLevel.GetByID(current3);
if (byID2 != null && byID2.itemDef != null)
{
player.blueprints.Unlock(byID2.itemDef);
Interface.CallHook("OnTechTreeNodeUnlocked", this, byID2.itemDef, player);
Facepunch.Rust.Analytics.Azure.OnBlueprintLearned(player, byID2.itemDef, "techtree", 0, this);
}
}
Debug.Log("Player unlocked group :" + current2.groupName);
}
//---