public override void CreateChildren() { Debug.Log("Setting Up the Magic Chamber!"); // First the focus Focus newFocus = Instantiate(focusPrefab).GetComponent <Focus>(); newFocus.transform.SetParent(gameObject.transform, false); newFocus.name = "Focus"; newFocus.SetParent(this); children.Add(newFocus); SetFocus(newFocus); // Then the condensers Collectors newCollectors = Instantiate(collectorsPrefab).GetComponent <Collectors>(); newCollectors.transform.SetParent(gameObject.transform, false); newCollectors.name = "Collectors"; newCollectors.SetParent(this); children.Add(newCollectors); newCollectors.CreateChildren(); // Then the crystals Crystals newCrystals = Instantiate(crystalsPrefab).GetComponent <Crystals>(); newCrystals.transform.SetParent(gameObject.transform, false); newCrystals.name = "Crystals"; newCrystals.SetParent(this); children.Add(newCrystals); newCrystals.CreateChildren(); // Then the altars }
public override void OnDeath(Container c) { base.OnDeath(c); Item crystal = new Crystals(Utility.RandomMinMax(5, 15)); crystal.Hue = this.Hue; crystal.Name = "trilithium crystals"; c.DropItem(crystal); }
public void putOnPanel(Crystals crystal) { switch (crystal.type) { case Crystals.Type.GREEN: GreenEmpty.sprite2D = GreenCrystalSprite; return; case Crystals.Type.BLUE: BlueEmpty.sprite2D = BlueCrystalSprite; return; case Crystals.Type.RED: RedEmpty.sprite2D = RedCrystalSprite; return; } }
public void setCrystal(Crystals crystals) { if (!crystals.getCrystal(CrystalColor.Blue)) { crystalBlue.sprite2D = crysalNot; } if (!crystals.getCrystal(CrystalColor.Green)) { crystalGreen.sprite2D = crysalNot; } if (!crystals.getCrystal(CrystalColor.Red)) { crystalRed.sprite2D = crysalNot; } if (crystals.getCrystal(CrystalColor.Blue) && crystals.getCrystal(CrystalColor.Green) && crystals.getCrystal(CrystalColor.Red)) { PlayerPrefs.SetInt("isCrystalsCollectedL" + level, 1); PlayerPrefs.Save(); } }
public override void Update(LiveSplitState state) { base.Update(state); if (IsRunning() && settings.AutoSplitter) { if (state.CurrentPhase == TimerPhase.NotRunning) { if (randomized) { while (state.Run.Count > 8) { state.Run.RemoveAt(8); } for (int i = 0; i < 7; ++i) { if (state.Run.Count <= i) { state.Run.AddSegment("Crystal " + (i + 1), icon: icons["Crystal"][0]); } else { state.Run[i].Name = "Crystal " + (i + 1); state.Run[i].Icon = icons["Crystal"][0]; } } if (state.Run.Count <= 7) { state.Run.AddSegment("Triforce"); } else { state.Run[7].Name = "Triforce"; } } if (state.Run.Count < 2) { state.Run[0].Name = "Start"; state.Run.AddSegment("Triforce"); } timer.Start(); } Crystals newCrystal = (Crystals)((byte)Get <Crystals>("Crystals") - (byte)Previous <Crystals>("Crystals")); if (newCrystal != Crystals.NONE) { switch (newCrystal) { case Crystals.CRYSTAL1: state.CurrentSplit.Icon = icons["Crystal"][1]; break; case Crystals.CRYSTAL2: state.CurrentSplit.Icon = icons["Crystal"][2]; break; case Crystals.CRYSTAL3: state.CurrentSplit.Icon = icons["Crystal"][3]; break; case Crystals.CRYSTAL4: state.CurrentSplit.Icon = icons["Crystal"][4]; break; case Crystals.CRYSTAL5: state.CurrentSplit.Icon = icons["Crystal"][5]; break; case Crystals.CRYSTAL6: state.CurrentSplit.Icon = icons["Crystal"][6]; break; case Crystals.CRYSTAL7: state.CurrentSplit.Icon = icons["Crystal"][7]; break; default: break; } switch (Get <Dungeon>("Current Dungeon")) { case Dungeon.DARKPALACE: state.CurrentSplit.Name = "Palace of Darkness"; break; case Dungeon.DESERTPALACE: state.CurrentSplit.Name = "Desert Palace"; break; case Dungeon.EASTERNPALACE: state.CurrentSplit.Name = "Eastern Palace"; break; case Dungeon.ICEPALACE: state.CurrentSplit.Name = "Ice Palace"; break; case Dungeon.MISERYMIRE: state.CurrentSplit.Name = "Misery Mire"; break; case Dungeon.SKULLWOODS: state.CurrentSplit.Name = "Skull Woods"; break; case Dungeon.SWAMPPALACE: state.CurrentSplit.Name = "Swamp Palace"; break; case Dungeon.THIEVESTOWN: state.CurrentSplit.Name = "Thieves' Town"; break; case Dungeon.TOWEROFHERA: state.CurrentSplit.Name = "Tower of Hera"; break; case Dungeon.TURTLEROCK: state.CurrentSplit.Name = "Turtle Rock"; break; default: state.CurrentSplit.Name = Get <Dungeon>("Current Dungeon").ToString(); break; } if (state.CurrentSplitIndex == state.Run.Count) { state.Run.AddSegment("Crystal " + state.CurrentSplitIndex + 2, icon: icons["Crystal"][0]); } timer.Split(); } if (Get <ushort>("RoomID") == 0x0189) { timer.Split(); } } }
void Awake() { instance = this; this.UpdateText(); }
protected override void OnTick() { int z = m_Map.GetAverageZ(m_X, m_Y); bool canFit = m_Map.CanFit(m_X, m_Y, z, 6, false, false); for (int i = -3; !canFit && i <= 3; ++i) { canFit = m_Map.CanFit(m_X, m_Y, z + i, 6, false, false); if (canFit) { z += i; } } if (!canFit) { return; } Item g = new Gold(100, 200); g.Delete(); int r1 = (int)(Utility.RandomMinMax(80, 160) * (MyServerSettings.GetGoldCutRate() * .01)); int r2 = (int)(Utility.RandomMinMax(200, 400) * (MyServerSettings.GetGoldCutRate() * .01)); int r3 = (int)(Utility.RandomMinMax(400, 800) * (MyServerSettings.GetGoldCutRate() * .01)); int r4 = (int)(Utility.RandomMinMax(800, 1200) * (MyServerSettings.GetGoldCutRate() * .01)); int r5 = (int)(Utility.RandomMinMax(1200, 1600) * (MyServerSettings.GetGoldCutRate() * .01)); switch (Utility.Random(21)) { case 0: g = new Crystals(r1); break; case 1: g = new DDGemstones(r2); break; case 2: g = new DDJewels(r2); break; case 3: g = new DDGoldNuggets(r3); break; case 4: g = new Gold(r3); break; case 5: g = new Gold(r3); break; case 6: g = new Gold(r3); break; case 7: g = new DDSilver(r4); break; case 8: g = new DDSilver(r4); break; case 9: g = new DDSilver(r4); break; case 10: g = new DDSilver(r4); break; case 11: g = new DDSilver(r4); break; case 12: g = new DDSilver(r4); break; case 13: g = new DDCopper(r5); break; case 14: g = new DDCopper(r5); break; case 15: g = new DDCopper(r5); break; case 16: g = new DDCopper(r5); break; case 17: g = new DDCopper(r5); break; case 18: g = new DDCopper(r5); break; case 19: g = new DDCopper(r5); break; case 20: g = new DDCopper(r5); break; } g.MoveToWorld(new Point3D(m_X, m_Y, z), m_Map); if (0.5 >= Utility.RandomDouble()) { switch (Utility.Random(3)) { case 0: // Fire column { Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration), 0x3709, 10, 30, 5052); Effects.PlaySound(g, g.Map, 0x208); break; } case 1: // Explosion { Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration), 0x36BD, 20, 10, 5044); Effects.PlaySound(g, g.Map, 0x307); break; } case 2: // Ball of fire { Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration), 0x36FE, 10, 10, 5052); break; } } } }