Beispiel #1
0
 public static Object InstantiateO(Func <Object, Object> orig, Object original)
 {
     return(FakePrefab.Instantiate(original, orig(original)));
 }
Beispiel #2
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 public static Object InstantiateOPI(Func <Object, Transform, bool, Object> orig, Object original, Transform parent, bool instantiateInWorldSpace)
 {
     return(FakePrefab.Instantiate(original, orig(original, parent, instantiateInWorldSpace)));
 }
Beispiel #3
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 public static Object InstantiateOP(Func <Object, Transform, Object> orig, Object original, Transform parent)
 {
     return(FakePrefab.Instantiate(original, orig(original, parent)));
 }
Beispiel #4
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 public static T InstantiateGeneric <T>(Object original) where T : Object
 {
     return((T)FakePrefab.Instantiate(original, Object.Instantiate(original)));
 }
Beispiel #5
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 public static Object InstantiateOPRP(Func <Object, Vector3, Quaternion, Transform, Object> orig, Object original, Vector3 position, Quaternion rotation, Transform parent)
 {
     return(FakePrefab.Instantiate(original, orig(original, position, rotation, parent)));
 }
Beispiel #6
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 public static Object InstantiateOPR(Func <Object, Vector3, Quaternion, Object> orig, Object original, Vector3 position, Quaternion rotation)
 {
     return(FakePrefab.Instantiate(original, orig(original, position, rotation)));
 }
        ///maybe add some value proofing here (name != null, collider != IntVector2.Zero)
        public GameObject Build()
        {
            try
            {
                //Get texture and create sprite
                Texture2D tex    = ResourceExtractor.GetTextureFromResource(spritePath);
                var       shrine = ItemAPI.SpriteBuilder.SpriteFromResource(spritePath, null, false);

                //Add (hopefully) unique ID to shrine for tracking
                string ID = $"{modID}:{name}".ToLower().Replace(" ", "_");
                shrine.name = ID;

                //Position sprite
                var shrineSprite = shrine.GetComponent <tk2dSprite>();
                shrineSprite.IsPerpendicular = true;
                shrineSprite.PlaceAtPositionByAnchor(offset, tk2dBaseSprite.Anchor.LowerCenter);

                //Add speech bubble origin
                var talkPoint = new GameObject("talkpoint").transform;
                talkPoint.position = shrine.transform.position + talkPointOffset;
                talkPoint.SetParent(shrine.transform);

                //Set up collider
                if (!usesCustomColliderOffsetAndSize)
                {
                    IntVector2 spriteDimensions = new IntVector2(tex.width, tex.height);
                    colliderOffset = new IntVector2(0, 0);
                    colliderSize   = new IntVector2(spriteDimensions.x, spriteDimensions.y / 2);
                }
                var body = ItemAPI.SpriteBuilder.SetUpSpeculativeRigidbody(shrineSprite, colliderOffset, colliderSize);

                //if (!string.IsNullOrEmpty(shadowSpritePath))
                //{
                //    var shadow = ((GameObject)UnityEngine.Object.Instantiate(ResourceCache.Acquire("DefaultShadowSprite"))).GetComponent<tk2dSprite>();
                //    var shadowSprite = ItemAPI.SpriteBuilder.SpriteFromResource(shadowSpritePath, null, false).GetComponent<tk2dSprite>();
                //    Tools.Print($"Shadow material: {shadow.renderer.material.name}");
                //    Tools.Print($"\tShadow color: {shadow.color}");
                //    Tools.Print($"\tShadow material: {shadowSprite.renderer.material.name}");
                //    Tools.Print($"\tShadow color: {shadowSprite.color}");
                //    Tools.ExportTexture(shadow.renderer.material.mainTexture.GetReadable());
                //    //Tools.ExportTexture(shadowSprite.renderer.material.mainTexture.GetReadable());

                //    shrineSprite.AttachRenderer(shadow);
                //    shadow.PlaceAtPositionByAnchor(shrineSprite.WorldBottomCenter, tk2dBaseSprite.Anchor.UpperCenter);
                //    //shadow.color = new Color(1, 1, 1, .5f);
                //    //shadow.HeightOffGround = -0.1f;
                //    //shadow.renderer.material = defaultSprite.renderer.material;
                //    DepthLookupManager.ProcessRenderer(shadow.GetComponent<Renderer>(), DepthLookupManager.GungeonSortingLayer.BACKGROUND);

                //    //Tools.LogPropertiesAndFields(defaultSprite);

                //}

                var data = shrine.AddComponent <CustomShrineController>();
                data.ID             = ID;
                data.roomStyles     = roomStyles;
                data.isBreachShrine = true;
                data.offset         = offset;
                data.pixelColliders = body.specRigidbody.PixelColliders;
                data.factory        = this;
                data.OnAccept       = OnAccept;
                data.OnDecline      = OnDecline;
                data.CanUse         = CanUse;
                data.text           = text;
                data.acceptText     = acceptText;
                data.declineText    = declineText;

                if (interactableComponent == null)
                {
                    var simpInt = shrine.AddComponent <SimpleShrine>();
                    simpInt.isToggle    = this.isToggle;
                    simpInt.OnAccept    = this.OnAccept;
                    simpInt.OnDecline   = this.OnDecline;
                    simpInt.CanUse      = CanUse;
                    simpInt.text        = this.text;
                    simpInt.acceptText  = this.acceptText;
                    simpInt.declineText = this.declineText;
                    simpInt.talkPoint   = talkPoint;
                }
                else
                {
                    shrine.AddComponent(interactableComponent);
                }


                shrine.name = ID;
                if (!isBreachShrine)
                {
                    if (!room)
                    {
                        room = RoomFactory.CreateEmptyRoom();
                    }
                    RegisterShrineRoom(shrine, room, ID, offset);
                }
                registeredShrines.Add(ID, shrine);
                FakePrefab.MarkAsFakePrefab(shrine);
                Tools.Print("Added shrine: " + ID);
                return(shrine);
            }
            catch (Exception e)
            {
                Tools.PrintException(e);
                return(null);
            }
        }
Beispiel #8
0
        // Token: 0x0600005C RID: 92 RVA: 0x00005ABC File Offset: 0x00003CBC
        public GameObject Build()
        {
            GameObject result;

            try
            {
                Texture2D  textureFromResource = ResourceExtractor.GetTextureFromResource(this.spritePath);
                GameObject gameObject          = SpriteBuilder.SpriteFromResource(this.spritePath, null, false);
                string     text = (this.modID + ":" + this.name).ToLower().Replace(" ", "_");
                gameObject.name = text;
                tk2dSprite component = gameObject.GetComponent <tk2dSprite>();
                component.IsPerpendicular = true;
                component.PlaceAtPositionByAnchor(this.offset, tk2dBaseSprite.Anchor.LowerCenter);
                Transform transform = new GameObject("talkpoint").transform;
                transform.position = gameObject.transform.position + this.talkPointOffset;
                transform.SetParent(gameObject.transform);
                bool flag  = !this.usesCustomColliderOffsetAndSize;
                bool flag2 = flag;
                if (flag2)
                {
                    IntVector2 intVector = new IntVector2(textureFromResource.width, textureFromResource.height);
                    this.colliderOffset = new IntVector2(0, 0);
                    this.colliderSize   = new IntVector2(intVector.x, intVector.y / 2);
                }
                SpeculativeRigidbody speculativeRigidbody = component.SetUpSpeculativeRigidbody(this.colliderOffset, this.colliderSize);
                ShrineFactory.CustomShrineController customShrineController = gameObject.AddComponent <ShrineFactory.CustomShrineController>();
                customShrineController.ID             = text;
                customShrineController.roomStyles     = this.roomStyles;
                customShrineController.isBreachShrine = true;
                customShrineController.offset         = this.offset;
                customShrineController.pixelColliders = speculativeRigidbody.specRigidbody.PixelColliders;
                customShrineController.factory        = this;
                customShrineController.OnAccept       = this.OnAccept;
                customShrineController.OnDecline      = this.OnDecline;
                customShrineController.CanUse         = this.CanUse;
                customShrineController.text           = this.text;
                customShrineController.acceptText     = this.acceptText;
                customShrineController.declineText    = this.declineText;
                bool flag3 = this.interactableComponent == null;
                bool flag4 = flag3;
                if (flag4)
                {
                    SimpleShrine simpleShrine = gameObject.AddComponent <SimpleShrine>();
                    simpleShrine.isToggle    = this.isToggle;
                    simpleShrine.OnAccept    = this.OnAccept;
                    simpleShrine.OnDecline   = this.OnDecline;
                    simpleShrine.CanUse      = this.CanUse;
                    simpleShrine.text        = this.text;
                    simpleShrine.acceptText  = this.acceptText;
                    simpleShrine.declineText = this.declineText;
                    simpleShrine.talkPoint   = transform;
                }
                else
                {
                    gameObject.AddComponent(this.interactableComponent);
                }
                gameObject.name = text;
                bool flag5 = !this.isBreachShrine;
                bool flag6 = flag5;
                if (flag6)
                {
                    bool flag7 = !this.room;
                    bool flag8 = flag7;
                    if (flag8)
                    {
                        this.room = GungeonAPI.RoomFactory.CreateEmptyRoom(12, 12);
                    }
                    ShrineFactory.RegisterShrineRoom(gameObject, this.room, text, this.offset);
                }
                ShrineFactory.registeredShrines.Add(text, gameObject);
                FakePrefab.MarkAsFakePrefab(gameObject);
                Tools.Print <string>("Added shrine: " + text, "FFFFFF", false);
                result = gameObject;
            }
            catch (Exception e)
            {
                Tools.PrintException(e, "FF0000");
                result = null;
            }
            return(result);
        }