public static GameObject ShowAdditive(BigItemDef[] items, GameObject fsmObj = null, string eventName = null)
        {
            int count = RandomizerMod.Instance.Settings.GetAdditiveCount(items[0].Name);

            BigItemDef shownItem = items[count];

            // Extra code so that when we get L/R shade cloak after having the other MWC, we just show the popup for shade cloak
            // We *only* want to switch to showing Shade Cloak when we have exactly one dash in each direction; otherwise
            // we'll just show Left and Right Shade Cloaks as usual
            // - Deactivated because I felt that destroying the information about which shade cloak it is is more
            // annoying than showing an incorrect dash direction.

            /*
             * if (items[0].Name == "Left_Mothwing_Cloak" || items[0].Name == "Right_Mothwing_Cloak"
             || items[0].Name == "Left_Shade_Cloak" || items[0].Name == "Right_Shade_Cloak")
             ||{
             || if (RandomizerMod.Instance.Settings.GetAdditiveCount("Left_Mothwing_Cloak") == 1
             ||     && RandomizerMod.Instance.Settings.GetAdditiveCount("Right_Mothwing_Cloak") == 1)
             || {
             ||     ReqDef shadeCloak = LogicManager.GetItemDef("Shade_Cloak");
             ||     shownItem = new BigItemDef
             ||     {
             ||         Name = shownItem.Name,
             ||         BoolName = shadeCloak.boolName,
             ||         SpriteKey = shadeCloak.bigSpriteKey,
             ||         TakeKey = shadeCloak.takeKey,
             ||         NameKey = shadeCloak.nameKey,
             ||         ButtonKey = shadeCloak.buttonKey,
             ||         DescOneKey = shadeCloak.descOneKey,
             ||         DescTwoKey = shadeCloak.descTwoKey
             ||     };
             || }
             ||}
             */

            return(Show(shownItem, fsmObj, eventName));
        }
Ejemplo n.º 2
0
 public static GameObject Show(BigItemDef item, GameObject fsmObj = null, string eventName = null)
 {
     Ref.PD.SetBool(item.BoolName, true);
     return(Show(item.SpriteKey, item.TakeKey, item.NameKey, item.ButtonKey, item.DescOneKey, item.DescTwoKey,
                 fsmObj, eventName));
 }