Ejemplo n.º 1
0
        // Token: 0x06000056 RID: 86 RVA: 0x00005804 File Offset: 0x00003A04
        public static DungeonFlow CreateMazeFlow(Dungeon dungeon)
        {
            DungeonFlow dungeonFlow = SampleFlow.CreateNewFlow(dungeon);

            dungeonFlow.name = "maze_flow";
            DungeonFlowNode dungeonFlowNode = SampleFlow.NodeFromAssetName(dungeonFlow, "elevator entrance");

            dungeonFlow.FirstNode = dungeonFlowNode;
            dungeonFlow.AddNodeToFlow(dungeonFlowNode, null);
            DungeonFlowNode dungeonFlowNode2 = new DungeonFlowNode(dungeonFlow)
            {
                overrideExactRoom = RoomFactory.BuildFromResource("resource/rooms/maze.room").room
            };

            dungeonFlow.AddNodeToFlow(dungeonFlowNode2, dungeonFlowNode);
            dungeonFlow.AddNodeToFlow(SampleFlow.NodeFromAssetName(dungeonFlow, "exit_room_basic"), dungeonFlowNode2);
            dungeon = null;
            return(dungeonFlow);
        }
Ejemplo n.º 2
0
        public static DungeonFlow CreateMazeFlow(Dungeon dungeon)
        {
            var flow = CreateNewFlow(dungeon);

            flow.name = "maze_flow";

            var entrance = NodeFromAssetName(flow, "elevator entrance");

            flow.FirstNode = entrance;
            flow.AddNodeToFlow(entrance, null);
            var maze = new DungeonFlowNode(flow)
            {
                overrideExactRoom = RoomFactory.BuildFromResource("resource/rooms/maze.room").room
            };

            flow.AddNodeToFlow(maze, entrance);
            flow.AddNodeToFlow(NodeFromAssetName(flow, "exit_room_basic"), maze);
            dungeon = null;
            return(flow);
        }
Ejemplo n.º 3
0
 // Token: 0x060001C2 RID: 450 RVA: 0x000128FC File Offset: 0x00010AFC
 public static void Add()
 {
     ShrineFactory shrineFactory = new ShrineFactory();
     {
         shrineFactory.name            = "MountainBny Shrine";
         shrineFactory.modID           = "bny";
         shrineFactory.text            = "A shrine to the Gungeon Master. Voices of the Jammed whisper promises of power.";
         shrineFactory.spritePath      = "BunnyMod/Resources/shrines/shrineoftheleadlord.png";
         shrineFactory.room            = RoomFactory.BuildFromResource("BunnyMod/Resources/rooms/shrineofleadlordroom.room").room;
         shrineFactory.acceptText      = "Accept their promises.";
         shrineFactory.declineText     = "Leave them be.";
         shrineFactory.OnAccept        = new Action <PlayerController, GameObject>(ShrineOfTheLeadLord.Accept);
         shrineFactory.OnDecline       = null;
         shrineFactory.CanUse          = new Func <PlayerController, GameObject, bool>(ShrineOfTheLeadLord.CanUse);
         shrineFactory.offset          = new Vector3(-1f, -1f, 0f);
         shrineFactory.talkPointOffset = new Vector3(0f, 3f, 0f);
         shrineFactory.isToggle        = false;
         shrineFactory.isBreachShrine  = false;
     }
     GameObject gameObject = shrineFactory.Build();
 }
 // Token: 0x060001C2 RID: 450 RVA: 0x000128FC File Offset: 0x00010AFC
 public static void Add()
 {
     ShrineFactory shrineFactorya = new ShrineFactory();
     {
         shrineFactorya.name            = "ChaosCorruptionShrine";
         shrineFactorya.modID           = "bny";
         shrineFactorya.text            = "Whatever this shrine may have been, it has been eaten away by chaotic corruption.";
         shrineFactorya.spritePath      = "BunnyMod/Resources/shrines/chaoscorruptionshrine.png";
         shrineFactorya.room            = RoomFactory.BuildFromResource("BunnyMod/Resources/rooms/chaosshrine1.room").room;
         shrineFactorya.acceptText      = "Poke at it like the curious idiot that you are.";
         shrineFactorya.declineText     = "Leave it alone.";
         shrineFactorya.OnAccept        = new Action <PlayerController, GameObject>(ChaosCorruptionShrine.Accept);
         shrineFactorya.OnDecline       = null;
         shrineFactorya.CanUse          = new Func <PlayerController, GameObject, bool>(ChaosCorruptionShrine.CanUse);
         shrineFactorya.offset          = new Vector3(-1f, -1f, 0f);
         shrineFactorya.talkPointOffset = new Vector3(0f, 1f, 0f);
         shrineFactorya.isToggle        = false;
         shrineFactorya.isBreachShrine  = false;
     }
     GameObject gameObject = shrineFactorya.Build();
 }
 // Token: 0x060001C2 RID: 450 RVA: 0x000128FC File Offset: 0x00010AFC
 public static void Add()
 {
     ShrineFactory shrineFactory = new ShrineFactory();
     {
         shrineFactory.name            = "why";
         shrineFactory.modID           = "bny";
         shrineFactory.text            = "....";
         shrineFactory.spritePath      = "BunnyMod/Resources/shrines/imsorryneighborino.png";
         shrineFactory.room            = RoomFactory.BuildFromResource("BunnyMod/Resources/rooms/StrangerBossRoom.room").room;
         shrineFactory.acceptText      = "...";
         shrineFactory.declineText     = "Youre a monster Bunny.";
         shrineFactory.OnAccept        = null;
         shrineFactory.OnDecline       = null;
         shrineFactory.CanUse          = new Func <PlayerController, GameObject, bool>(PleaseForgiveMe.CanUse);
         shrineFactory.offset          = new Vector3(-19f, -19f, 0f);
         shrineFactory.talkPointOffset = new Vector3(0f, 3f, 0f);
         shrineFactory.isToggle        = false;
         shrineFactory.isBreachShrine  = false;
     }
     GameObject gameObject = shrineFactory.Build();
 }
Ejemplo n.º 6
0
        public static void Add()
        {
            ShrineFactory sf = new ShrineFactory()
            {
                name            = "Key Shrine",
                modID           = "kts",
                text            = "A shrine representing the key to happiness.",
                spritePath      = "GungeonAPI/resource/shrine_heart_key.png",
                room            = RoomFactory.BuildFromResource("GungeonAPI/resource/rooms/KeyShrine.room").room,
                acceptText      = "Offer a heart to unlock your potential",
                declineText     = "Walk away",
                OnAccept        = Accept,
                OnDecline       = null,
                CanUse          = CanUse,
                offset          = new Vector3(10, 0, 0),
                talkPointOffset = new Vector3(0, 3, 0),
                isToggle        = false,
                isBreachShrine  = false
            };

            //register shrine
            sf.Build();
        }