Managers - FearAndDelight/Schedule-1-Modder-Documentation GitHub Wiki
Managers are where "world" related code & functions are stored. This is to say these functions are limited to one object per scene.
You can easily grab these components in two simple ways
NotificationsManager manager = UnityEngine.Object.FindObjectOfType<NotificationsManager>(includeInactive: true);
or
Il2CppScheduleOne.NPCs.NPCManager
Il2CppScheduleOne.Money.MoneyManager.Instance
Either will let you access public variables and functions
Debug.Log(Il2CppScheduleOne.NPCs.NPCManager.GetNPCsInRegion(Il2CppScheduleOne.Map.EMapRegion.Uptown).Count);
Il2CppScheduleOne.Money.MoneyManager.Instance.ChangeCashBalance(9999);
Below I will summarize ONLY Methods and variables I found noteworthy.
Handles all the NPCs in the world
public static NPC GetNPC(string id)
public static List<NPC> GetNPCsInRegion(EMapRegion region)
public virtual string GetSaveString()
public List<Transform> GetOrderedDistanceWarpPoints(Vector3 origin)
public virtual List<string> WriteData(string parentFolderPath)
public static List<NPC> NPCRegistry = new List<NPC>();
EMapRegion -> Il2CppScheduleOne.Map.EMapRegion (Northtown,Westvile,Downtown,Docks,Surbia,Uptown)
Handles all the currently hired NPCs in the world
public void CreateNewEmployee(Property property, EEmployeeType type)
public void CreateEmployee(Property property, EEmployeeType type, string firstName, string lastName, string id, bool male, int appearanceIndex, Vector3 position, Quaternion rotation, string guid = "")
public Employee CreateEmployee_Server(Property property, EEmployeeType type, string firstName, string lastName, string id, bool male, int appearanceIndex, Vector3 position, Quaternion rotation, string guid)
public Employee GetEmployeePrefab(EEmployeeType type)
public List<Employee> GetEmployeesByType(EEmployeeType type)
public List<Employee> AllEmployees = new List<Employee>();
EEmployeeType -> Il2CppScheduleOne.Employees.EEmployeeType (Botanist,Handler,Chemist,Cleaner)
public void SendNotification(string title, string subtitle, Sprite icon, float duration = 5f, bool playSound = true)
public AudioSourceController Sound;