Beispiel #1
0
 void CheatMenuActivation()
 {
     if (!CheatMenu.activeSelf && GCS.GamePaused)
     {
         if (Input.inputString != "")
         {
             CheatKey.Add(Input.inputString);
         }
         if (CheatKey.Count > 1)
         {
             if (CheatKey[CheatKey.Count - 1][0] == CheatPassword[CheatPassword.Count - 1])
             {
                 for (int i = 0; i < CheatPassword.Count; i++)
                 {
                     if (CheatPassword[CheatPassword.Count - (i + 1)] == CheatKey[CheatKey.Count - (i + 1)][0])
                     {
                         if (i == CheatPassword.Count - 1)
                         {
                             GCS.Score = -99999;
                             CheatMenu.SetActive(true);
                             break;
                         }
                     }
                     else
                     {
                         break;
                     }
                 }
                 CheatKey.Clear();
             }
         }
     }
 }
Beispiel #2
0
        public static bool CheatMenuPre(ref CheatMenu __instance)
        {
            if (__instance.name != "CheatsMenu")
            {
                return(true);
            }

            Type      typeInQuestion  = typeof(CheatMenu);
            var       newMenuObject   = UIExBlueprint.Duplicate(__instance.menuBlueprint_);
            FieldInfo menuObjectField = typeInQuestion.BaseType.GetField("menuObject_", BindingFlags.Instance | BindingFlags.NonPublic);

            if (menuObjectField == null)
            {
                Util.Logger.Instance.Log($"[CheatMenuPre] {__instance.name} menuObject_ field get fail");
                return(true);
            }

            menuObjectField.SetValue(__instance, newMenuObject);
            SuperDuperMenu newMenu   = newMenuObject.GetComponent <SuperDuperMenu>();
            FieldInfo      menuField = typeInQuestion.BaseType.GetField("menu_", BindingFlags.NonPublic | BindingFlags.Instance);

            menuField.SetValue(__instance, newMenu);

            if (newMenu == null)
            {
                Util.Logger.Instance.Log($"[CheatMenuPre] {__instance.name}  NewMenu is null (oh shit!)");
                return(false);
            }

            newMenu.Init(__instance);
            newMenu.menuTitleLabel_.text = "PLZ NO CHEAT :D";
            newMenuObject.name           = __instance.Name_;

            return(false);
        }
Beispiel #3
0
            static void Postfix(CheatMenu __instance)
            {
                AchievementManager am = G.Sys.Achievements_;

                EAchievements achievement = EAchievements.Rampage;

                string cheatname = "THE MIGHTY LAMP";

                string cheatlocked   = string.Format("{0} Complete: {1}", "To Unlock:".Colorize(Colors.tomato), am.GetAchievement(achievement).name_);
                string cheatunlocked = string.Format("{0}: Enlighten your way through the Array", "Visual".Colorize(Colors.yellowGreen));

                if (!am.HasAchieved(achievement))
                {
                    __instance.TweakAction(GUtils.GetLockedText(cheatname).Colorize(Colors.gray), null, cheatlocked);
                }
                else
                {
                    __instance.TweakBool(cheatname, Entry.GetKey("lamp.cheat", false), (value) => {
                        Entry.SetKey("lamp.cheat", value);
                        foreach (Scripts.LampController controller in UnityEngine.Object.FindObjectsOfType <Scripts.LampController>())
                        {
                            controller.lamp.SetActive(Entry.GetKey("lamp.cheat", false));
                        }
                    }, cheatunlocked);
                }
            }
Beispiel #4
0
 /// <summary>
 /// Initializes all the window specific variables.
 /// </summary>
 void InitializeWindow()
 {
     cheatMenu       = (CheatMenu)ScriptableObject.CreateInstance("CheatMenu");
     dialogueMenu    = (DialogueSceneEditorWindow)ScriptableObject.CreateInstance("DialogueSceneEditorWindow");
     battleMenu      = (BattleSceneEditorWindow)ScriptableObject.CreateInstance("BattleSceneEditorWindow");
     _currentChapter = (Constants.CHAPTER)currentChapter.value;
     _currentArea    = (Constants.SCENE_INDEXES)currentArea.value;
     _playerArea     = (Constants.SCENE_INDEXES)playerArea.value;
     _currentRoom    = (Constants.ROOMNUMBER)currentRoom.value;
     Debug.Log("Init");
 }
Beispiel #5
0
        private void ExecuteCheatMenuCommand(object t)
        {
            // to do: just check whether IsHumanPlayer more than one (whenever SP is started by MP-Screen)
            //if (PlayerContext.Current.Players.Count)
            //    if (PlayerContext.Current.Players.Contains)
            if (!_appContext.IsSinglePlayerGame)
            {
                MessageDialog.Show("Cheat Menu is not available in MultiPlayer", "INFO", MessageDialogButtons.Ok);
                return;
            }

            var cheatMenu = new CheatMenu(_appContext);

            cheatMenu.ShowDialog();
        }
Beispiel #6
0
 void CheatMenuStart()
 {
     CheatMenu.SetActive(false);
     CheatPassword = new List <char>
     {
         'y',
         'o',
         'u',
         'r',
         'p',
         'a',
         's',
         's',
         'w',
         'd'
     };
     CheatKey = new List <string>();
 }
Beispiel #7
0
    private void Start()
    {
        if (Instance == null)
        {
            Instance = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
            return;
        }

#if UNITY_EDITOR
        isEditor = true;
#endif

        ToggleCheats(minigameCheats, false);
        ToggleCheats(battleCheats, isEditor);
    }
Beispiel #8
0
 void Awake()
 {
     code = GetComponent <CheatMenu>();
 }
Beispiel #9
0
 public static void AwakePost(ref CheatMenu __instance)
 {
 }
 private void Start()
 {
     Instance = this;
 }