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Game.Prefabs.CitizenChirpPrefab

Assembly: Assembly-CSharp (game) or your mod assembly if you recompile the class
Namespace: Game.Prefabs

Type: public class

Base: ChirpPrefab

Summary:
A concrete, empty subclass of ChirpPrefab used by the game to represent a citizen chirp prefab. The class itself does not declare any members or override behavior — it primarily exists as a specific prefab type (and is annotated with a ComponentMenu attribute so it appears under "Triggers/" in the Unity Add Component menu). Any functionality comes from the ChirpPrefab base class; extend or override members of ChirpPrefab here to add custom behavior for citizen chirps.


Fields

  • (none declared in this file)
    This class does not define any fields. It inherits any fields defined on ChirpPrefab.

Properties

  • (none declared in this file)
    Any properties to use are declared on the ChirpPrefab base class.

Constructors

  • public CitizenChirpPrefab()
    The default parameterless constructor is provided implicitly. If you need initialization logic, add an explicit constructor or override appropriate lifecycle methods from the base class.

Methods

  • (none declared in this file)
    No methods are declared or overridden here. Implement or override methods from ChirpPrefab to customize behavior for citizen chirps.

Attributes

  • [ComponentMenu("Triggers/", new Type[] { })]
    This attribute places the component in Unity's "Add Component" menu under the "Triggers/" submenu. It is primarily an editor convenience so designers can add this prefab type from the Unity inspector.

Usage Example

// This file is equivalent to the original source:
// a simple subclass used to represent a citizen chirp prefab.
[ComponentMenu("Triggers/", new Type[] { })]
public class CitizenChirpPrefab : ChirpPrefab
{
}

// Example of adding the component to a GameObject (editor/runtime usage):
var go = new GameObject("CitizenChirp");
go.AddComponent<Game.Prefabs.CitizenChirpPrefab>();

// To extend behavior, override or add members:
[ComponentMenu("Triggers/")]
public class CustomCitizenChirpPrefab : Game.Prefabs.CitizenChirpPrefab
{
    // override base functionality here (if ChirpPrefab exposes virtual methods)
}

Notes: - Because the class contains no custom members, modders typically either use it as-is (so the game recognizes this specific prefab type) or create their own subclass that overrides behavior defined on ChirpPrefab. - Ensure you compile the class into the correct assembly or include it in your mod package so the game can load the prefab type at runtime.