private void Update() { if (!died && (Health.GetHealth() == 0 || Oxygen.GetOxygen() == 0f)) { Die(); } }
public void SetOverPowerCheat(bool value) { OverPowerCheat = value; if (value) { overPowerMultiplier = CmConfig.overPowerMultiplier; hungerAndThristInterval = CmConfig.hungerAndThirstInterval; } else { overPowerMultiplier = 1; hungerAndThristInterval = 10; } Oxygen o2 = Player.main.GetComponent <OxygenManager>().GetComponent <Oxygen>(); Player.main.GetComponent <Survival>().SetPrivateField("kUpdateHungerInterval", hungerAndThristInterval); if (o2.isPlayer) { o2.oxygenCapacity = 45 * overPowerMultiplier; } Player.main.liveMixin.data.maxHealth = 100 * overPowerMultiplier; Player.main.liveMixin.health = 100 * overPowerMultiplier; ErrorMessage.AddDebug($"overpower cheat is now {OverPowerCheat}\nOverPower Multiplier: {overPowerMultiplier}x\nHunger and thirst interval: {hungerAndThristInterval}"); }
private void Awake() { if (this.techType == TechType.None) { this.techType = CraftData.GetTechType(base.gameObject); } this.oxygen = base.GetComponent <Oxygen>(); if (this.oxygen == null) { Log.LogDebug($"CustomOxy: Failed to find Oxygen component in parent"); return; } if (this.oxygen.isPlayer) { return; } if (Main.config.GetCapacityOverride(this.techType, out float capacityOverride, out float capacityMultiplier)) { bool bIsManual = Main.config.bManualRefill; Log.LogDebug($"CustomiseOxygen.Main.GetCapacityOverride returned true with values of capacityOverride={capacityOverride}, capacityMultiplier={capacityMultiplier}"); if (capacityOverride > 0) { this.oxygen.oxygenCapacity = capacityOverride; } else { Main.config.SetCapacityOverride(this.techType, this.oxygen.oxygenCapacity, false, true); this.oxygen.oxygenCapacity *= capacityMultiplier; } Log.LogDebug($"CustomOxy.Awake(): Oxygen capacity set to {this.oxygen.oxygenCapacity}"); } }
// Use this for initialization void Start() { oxygen = gameObject.GetComponent <Oxygen>(); musicPlayer = GameObject.Find("Music"); deltaTime = longtermTime; flag = true; }
public void TestCountValences() { IElement testSubject = new Hydrogen(); var testResult = testSubject.CountValences; Console.WriteLine($"{testSubject.Name} {testResult}"); Assert.AreEqual(1, testResult); testSubject = new Helium(); testResult = testSubject.CountValences; Console.WriteLine($"{testSubject.Name} {testResult}"); Assert.AreEqual(0, testResult); testSubject = new Oxygen(); testResult = testSubject.CountValences; Console.WriteLine($"{testSubject.Name} {testResult}"); Assert.AreEqual(2, testResult); testSubject = new Nitrogen(); testResult = testSubject.CountValences; Console.WriteLine($"{testSubject.Name} {testResult}"); Assert.AreEqual(3, testResult); testSubject = new Carbon(); testResult = testSubject.CountValences; Console.WriteLine($"{testSubject.Name} {testResult}"); Assert.AreEqual(4, testResult); testSubject = new Silicon(); testResult = testSubject.CountValences; Console.WriteLine($"{testSubject.Name} {testResult}"); }
// Update is called once per frame void Update() { play = GameObject.FindWithTag("Player"); Oxygen oxy = play.GetComponent <Oxygen>(); text = GetComponent <Text>(); text.text = "" + oxy.oxygen; }
void Awake() { oxygen = GetComponent<Oxygen>(); energy = GetComponent<Energy>(); rb = GetComponent<Rigidbody2D>(); flashLight.gameObject.SetActive(false); }
// Use this for initialization void Start() { ownerBody = this.gameObject.GetComponent <Rigidbody2D>(); oxygenSupply = this.gameObject.GetComponent <Oxygen>(); playerMovement = this.gameObject.GetComponent <Movement>(); jetpack = transform.Find("jetpack"); sounds = jetpack.GetComponent <AudioSource> (); }
// Use this for initialization void Start() { Character = GameObject.FindWithTag("Player"); Playerbody = Character.GetComponent("Rigidbody2D") as Rigidbody2D; Player = Character.GetComponent("PlayerController") as PlayerController; PlayerOxygen = FindObjectOfType <Oxygen>(); //death = FindObjectOfType<Death>(); }
public override IEnumerator GetGameObjectAsync(IOut <GameObject> gameObject) { CoroutineTask <GameObject> task; Oxygen oxy; if (prefab == null) { Log.LogDebug($"HighCapacityBooster.GetGameObjectAsync: getting SuitBoosterTank prefab"); task = CraftData.GetPrefabForTechTypeAsync(TechType.SuitBoosterTank, verbose: true); yield return(task); prefab = GameObject.Instantiate(task.GetResult()); ModPrefabCache.AddPrefab(prefab, false); // This doesn't actually do any caching, but it does disable the prefab without "disabling" it - the prefab doesn't show up in the world [as with SetActive(false)] but it can still be instantiated. //HighCapacityBooster.prefab = prefab; } if (highCapTank == null) { Log.LogDebug($"HighCapacityBooster.GetGameObjectAsync: getting HighCapacityTank prefab"); task = CraftData.GetPrefabForTechTypeAsync(TechType.HighCapacityTank, verbose: true); yield return(task); highCapTank = GameObject.Instantiate(task.GetResult()); // The "capacity expansion" code in Customise Your Oxygen can't run unless the thing is instantiated. The prefabs can't be altered. // So unless we instantiate, we only get default capacities. ModPrefabCache.AddPrefab(highCapTank, false); // This doesn't actually do any caching, but it does disable the prefab without "disabling" it - the prefab doesn't show up in the world [as with SetActive(false)] but it can still be instantiated. } GameObject go = GameObject.Instantiate(prefab); Oxygen highCapOxygen = highCapTank.GetComponent <Oxygen>(); //Oxygen highCapOxygen = task.GetResult().GetComponent<Oxygen>(); if (highCapOxygen != null) { oxy = go.EnsureComponent <Oxygen>(); if (oxy != null) { float oxygenCapacity = highCapOxygen.oxygenCapacity; Log.LogDebug($"Found Oxygen component with capacity of {oxygenCapacity} for prefab HighCapacityTank and existing oxygen capacity of {oxy.oxygenCapacity} for prefab HighCapacityBooster."); oxy.oxygenCapacity = oxygenCapacity; } else { Log.LogError($"Could not get Oxygen component of SuitBoosterTank while generating HighCapacityBooster"); } GameObject.Destroy(highCapOxygen); } else { Log.LogError($"Could not get Oxygen component of HighCapacityTank while generating HighCapacityBooster"); } float oxyCap = prefab.GetComponent <Oxygen>().oxygenCapacity; Log.LogDebug($"GameObject created with oxygenCapacity of {oxyCap}"); gameObject.Set(go); }
private void Start() { character = GetComponent <ThirdPersonController>(); oxygen = GetComponent <Oxygen>(); CurrentHeartRate = 60; UIManager.HeartRateMonitor.SetHeartRate(CurrentHeartRate); targetHeartRate = relaxedTarget; isRelaxed = true; }
public void TestAsDouble() { var testInput00 = new Oxygen(); var testInput01 = new Oxygen(); BondFactory.CreateBond(testInput00, testInput01).AsDoubleBond(); Assert.AreEqual(0, testInput00.CountValences); Assert.AreEqual(0, testInput01.CountValences); }
public void OnCraftEnd(TechType techType) { this.techType = techType; this.oxygen = base.GetComponent <Oxygen>(); if (Main.config.bManualRefill) { this.oxygen.oxygenAvailable = this.oxygen.oxygenCapacity; } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { Oxygen ox = other.GetComponent <Oxygen>(); ox.RegainOxygen(oxygenRegain); Destroy(gameObject); } }
public int compileScore() { Ox = FindObjectOfType <Oxygen>(); Score = Mathf.RoundToInt(Ox.oxygen * 100 + Collectables * 2000); Debug.Log(Score); return(Score); }
static void Prefix(Oxygen __instance) { float capacity = Main.config.getTankCapacity(__instance.gameObject); if (capacity > 0) { __instance.oxygenCapacity = capacity; } }
// Use this for initialization void Start() { if (theOxygen == null) { theOxygen = GameObject.Find("Player").GetComponent <Oxygen>(); } maxOxygen = theOxygen.maxOxygen; currentOxygen = theOxygen.oxygen; }
// Start is called before the first frame update void Start() { originColor = RenderSettings.fogColor; originFogDensity = RenderSettings.fogDensity; originDrag = 0; theOxygen = FindObjectOfType <Oxygen>(); theStatusController = FindObjectOfType <StatusController>(); theOxygen.CurrentOxygen = theOxygen.TotalOxygen; }
/// <summary> /// Increase the Oxygen of this Player about the given amount. /// If the Oxygen is already on maxOxygen, this call is ignored. /// </summary> /// <param name="amount">Amount of Oxygen to add</param> public void IncreaseOxygen(Oxygen amount) { if (CurrentOxygen + amount <= MaxOxygen) { CurrentOxygen += amount; } else { CurrentOxygen = MaxOxygen; } OxygenLevelChanged?.Invoke(CurrentOxygen); }
public static bool Prefix(Oxygen __instance, float __result, ref float amount) { var cleanAmount = Mathf.Min(amount, __instance.oxygenAvailable); float num = Mathf.Min(amount * HCPSettings.Instance.OxygenDrainMultiplier, __instance.oxygenAvailable); __instance.oxygenAvailable = Mathf.Max(0f, __instance.oxygenAvailable - num); __result = cleanAmount; return(false); }
public void SwapHull(int index) { if (CurrentHull != null) { GameObject.Destroy(CurrentHull.gameObject); } CurrentHull = GameObject.Instantiate(Hulls[index], Vector3.zero, Quaternion.identity, transform).GetComponent <Hull>(); CurrentHull.transform.localPosition = Vector3.zero; CurrentHull.transform.localRotation = Quaternion.identity; CurrentHull.HullIndex = index; Oxygen.RemoveOxygen(CurrentHull.OxygenCost); }
IEnumerator Suppling(int amount = 1) { while (amount > 0) { yield return(time); tmp = Instantiate(syc.Ox, syc.Spawn4).GetComponent <Oxygen>(); tmp.H1 = Instantiate(syc.Hy, syc.Spawn1_1); tmp.H2 = Instantiate(syc.Hy, syc.Spawn1); tmp.check(); amount--; } }
/// <summary> /// Decrease the Oxygen of this Player about the given amount. /// If the Oxygen is 0 (or lower) IsAlive is set to false; /// </summary> /// <param name="amount">Amount of Oxygen to substract</param> public void DecreseOxygen(Oxygen amount) { if (CurrentOxygen > amount) { CurrentOxygen -= amount; } else { IsAlive = false; CurrentOxygen = new Oxygen(0); } OxygenLevelChanged?.Invoke(CurrentOxygen); }
void OnCollisionEnter(Collision collision) { var oof = collision.gameObject.GetComponentInChildren <IDamageDealer>(); if (oof != null) { var armorMultiplier = GetComponentInChildren <Hull>().ArmorMultiplier; var dmg = oof.Damage * armorMultiplier; Oxygen.RemoveOxygen(dmg); CameraShaker.Shake(dmg * 4f, dmg * 10f); } }
// Use this for initialization public void NewGame() { oxygen = player.GetComponent <Oxygen>(); energy = player.GetComponent <Energy>(); gSpaceShip = GenInstanceOf(spaceship, spaceShipAmount); GenInstanceOf(stone1, stone1Amount); GenInstanceOf(stone2, stone2Amount); GenInstanceOf(cosmetic1, cosmetic1Amount); GenInstanceOf(cosmetic2, cosmetic2Amount); GenInstanceOf(enemy, enemyAmount); GenTrümmer(); }
public static SamplingItem CreateSamplingItem(string SamplingItemType) { SamplingItem item; if (SamplingItemType == "Opacity") { return(item = new Opacity()); } else if (SamplingItemType == "SulfurDioxide") { return(item = new SulfurDioxide()); } else if (SamplingItemType == "NitrogenOxides") { return(item = new NitrogenOxides()); } else if (SamplingItemType == "CarbonMonoxide") { return(item = new CarbonMonoxide()); } else if (SamplingItemType == "TotalReducedSulfur") { return(item = new TotalReducedSulfur()); } else if (SamplingItemType == "HydrogenChloride") { return(item = new HydrogenChloride()); } else if (SamplingItemType == "VolatileOrganicLiquid") { return(item = new VolatileOrganicLiquid()); } else if (SamplingItemType == "Oxygen") { return(item = new Oxygen()); } else if (SamplingItemType == "FlowRate") { return(item = new FlowRate()); } else if (SamplingItemType == "Temperature") { return(item = new Temperature()); } else { return(null); } // TODO: Fatory Pattern by C# Reflection with .NET Standard 2.0 }
internal void SetOverPowerCheat() { Oxygen o2 = Player.main.GetComponent <OxygenManager>().GetComponent <Oxygen>(); Player.main.GetComponent <Survival>().SetPrivateField("kUpdateHungerInterval", hungerAndThristInterval); if (o2.isPlayer) { o2.oxygenCapacity = 45 * overPowerMultiplier; } Player.main.liveMixin.data.maxHealth = 100 * overPowerMultiplier; Player.main.liveMixin.health = 100 * overPowerMultiplier; }
public void Start() { _tempPhotos = new List <Progress.Fish>(); _rb = GetComponent <Rigidbody2D>(); _trashCollector = GetComponent <TrashCollector>(); _playerMovement = GetComponent <PlayerMovement>(); _oxygen = GetComponent <Oxygen>(); _playerPhotos = GetComponentInChildren <PlayerPhotos>(); updateAllLevels(); resetTransform(); }
public void TestPolarCovalent() { var testInput00 = new Oxygen(); var testInput01 = new Hydrogen(); var testOutput = BondFactory.CreateBond(testInput00, testInput01).GetBond <PolarCovalent>(); Assert.IsNotNull(testOutput); var dipole = testOutput.DipoleVectorSize; Assert.IsTrue(dipole > 0D); Console.WriteLine(dipole); }
public void death() { character = GameObject.FindWithTag("Player"); player = character.GetComponent("PlayerController") as PlayerController; oxygen = character.GetComponent("Oxygen") as Oxygen; oxygen.enabled = false; player.powerDown(); player.isDead = true; //anim.SetBool("Is Dead", true); }
void WorldSetup() { worldO2 = Oxygen.Moderate; worldClimate = Climate.Temperate; worldTemp = Temperature.Temperate; }