// Use this for initialization
 void Start()
 {
     cubeRigidBody = GetComponent <Rigidbody>();
     bc            = blink.GetComponent <BlinkController> ();
     canJump       = false;
     canDoubleJump = false;
 }
    void Awake()
    {
        blinkController = GetComponent <BlinkController>();
        rend            = GetComponentInChildren <Renderer>();
        col             = GetComponent <BoxCollider>();
        voxelization    = GetComponentInChildren <VoxelizationClient>();
        bodyState       = BodySubState.NORMAL;

        bodyDeactivate = new ParticleSystem[bodyDeactivatePrefabs.Length];

        Transform fx = transform.FindDeepChild("FX");

        GameObject temp;

        for (int i = 0; i < bodyDeactivatePrefabs.Length; ++i)
        {
            temp = Instantiate(bodyDeactivatePrefabs[i]);
            temp.transform.SetParent(fx);
            temp.transform.localPosition = Vector3.zero;
            bodyDeactivate[i]            = temp.GetComponent <ParticleSystem>();
        }

        temp = Instantiate(bodyDestructionPrefab);
        temp.transform.SetParent(fx);
        temp.transform.localPosition = Vector3.zero;
        bodyDestruction = temp.GetComponent <ParticleSystem>();

        overground   = false;
        invulnerable = false;
    }
    void Awake()
    {
        active = false;

        blinkController = GetComponent <BlinkController>();

        currentInfection        = 0f;
        infectionLevel          = InfectionLevel.LEVEL0;
        infectionNumberMat      = infectionNumberTxt.material;
        currentBrightness       = 1f;
        currentColor            = Color.white;
        infectionNumberTxt.text = "0%";
        infectionBar.value      = 0;


        if (brightnessCicleDuration > 0)
        {
            brightnessSpeed = 1 / brightnessCicleDuration;
        }
        else
        {
            brightnessSpeed = 1;
        }

        tutorialTriggered = false;

        SetColor();
    }
Example #4
0
 protected virtual void Awake()
 {
     voxelization    = GetComponentInChildren <VoxelizationClient>();
     rend            = GetComponentInChildren <Renderer>();
     mainCollider    = GetComponent <Collider>();
     dyingCollider   = transform.FindDeepChild("DyingCollider").gameObject;
     blinkController = GetComponent <BlinkController>();
 }
 // Use this for initialization
 void Awake()
 {
     player1           = null;
     player2           = null;
     blinkController   = GetComponent <BlinkController>();
     knockedOutYOffset = knockedOutFx.transform.localPosition.y;
     currentColor      = ChromaColor.RED;
 }
Example #6
0
    public void Start()
    {
        blinkMat = new Material(Shader.Find("Custom/BlinkShader"));

        anim = GetComponent <Animator> ();

        OnBlink    += RandomBlinkStuff;
        OnBlinkEnd += RandomBLinkStuffEnd;

        Singleton = this;
    }
Example #7
0
        private static void FixSceneTextures(Scene arg1)
        {
            GameObject[] gameObjects = arg1.GetRootGameObjects();
            foreach (GameObject obj in gameObjects)
            {
                FixOneTexture(obj);
            }

            if (Module <Player> .Self != null && Module <Player> .Self.actor != null)
            {
                FixOneTexture(Module <Player> .Self.actor.gameObject);

                BlinkController bc = (BlinkController)typeof(Actor).GetField("blinkController", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(Module <Player> .Self.actor);
                if (bc != null)
                {
                    SkinnedMeshRenderer mr = (SkinnedMeshRenderer)typeof(BlinkController).GetField("_mesh", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(bc);
                    if (mr != null)
                    {
                        Dbgl($"Blink controller name: {mr.name} - use 'Blink_{mr.name}'");
                        string name = $"Blink_{mr.name}";
                        if (customTexturesMisc.ContainsKey(name) && mr.material && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                        {
                            Dbgl($"Changing _MainTex texture for {name}");
                            Texture2D tex = customTexturesMisc[name];
                            tex.name = $"{name}.png";
                            mr.material.mainTexture = tex;
                        }
                        if (customTexturesMisc.ContainsKey($"{name}_Brightness") && mr.material && mr.material.HasProperty("_Brightness") && mr.material.mainTexture != null)
                        {
                            Dbgl($"Changing _Brightness texture for {name}");
                            Texture2D tex = customTexturesMisc[$"{name}_Brightness"];
                            tex.name = $"{name}_Brightness.png";
                            mr.material.SetTexture($"{name}_Brightness", tex);
                        }
                        if (customTexturesMisc.ContainsKey($"{name}_Mask") && mr.material && mr.material.HasProperty("_Mask") && mr.material.mainTexture != null)
                        {
                            Dbgl($"Changing _Mask texture for {name}");
                            Texture2D tex = customTexturesMisc[$"{name}_Mask"];
                            tex.name = $"{name}_Mask.png";
                            mr.material.SetTexture($"{name}_Mask", tex);
                        }
                    }
                }
            }

            if (arg1.name == "Main")
            {
                FixWorkshopTextures();
            }
            else if (arg1.name == "PlayerHome")
            {
                FixHomeTextures();
            }
        }
Example #8
0
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        BlinkController action = (BlinkController)target;

        if (GUILayout.Button("Blink"))
        {
            action.Action();
        }
    }
Example #9
0
    public void Start()
    {
        blinkMat = new Material(Shader.Find("Custom/BlinkShader"));

        anim = GetComponent <Animator> ();

        OnBlink    += RandomBlinkStuff;
        OnBlinkEnd += RandomBLinkStuffEnd;

        Singleton = this;
        crosshair = GameObject.Find("CrossHair").GetComponent <Image>();
    }
Example #10
0
    // Use this for initialization
    void Awake()
    {
        agent           = GetComponent <UnityEngine.AI.NavMeshAgent>();
        audioSource     = GetComponent <AudioSource>();
        blinkController = GetComponent <BlinkController>();
        rend            = GetComponentInChildren <Renderer>();
        voxelization    = GetComponentInChildren <VoxelizationClient>();
        headState       = HeadSubState.DEACTIVATED;

        overground   = false;
        invulnerable = false;
    }
Example #11
0
    void Awake()
    {
        attractingCollider.radius = attractingColliderRange;
        damageCollider.radius     = damageColliderRange;

        state         = State.NOT_STARTED;
        currentCharge = 0;
        elapsedTime   = 0f;

        charge33 = maxCharge / 100 * 33;
        charge66 = maxCharge / 100 * 66;

        enemiesInRange  = new HashSet <EnemyBaseAIBehaviour>();
        blinkController = GetComponent <BlinkController>();
        model           = transform.Find("Model").gameObject;
        active          = false;
    }
 // Use this for initialization
 void Awake()
 {
     blinkController = GetComponent <BlinkController>();
     rigid           = GetComponent <Rigidbody>();
 }
Example #13
0
        private static void DumpObjectNames()
        {
            Scene scene = SceneManager.GetActiveScene();

            if (scene == null)
            {
                Dbgl("scene is null");
                return;
            }
            string        names        = "";
            List <string> meshTextures = new List <string>();

            if (Module <Player> .Self != null && Module <Player> .Self.actor != null)
            {
                GameObject player = Module <Player> .Self.actor.gameObject;
                names += $"Player actor mesh and texture names:\r\n\r\n\t";


                MeshRenderer[] mrs = player.GetComponentsInChildren <MeshRenderer>();

                foreach (MeshRenderer mr in mrs)
                {
                    if (mr.materials?.Length > 1)
                    {
                        for (int i = 0; i < mr.materials.Length; i++)
                        {
                            if (mr.materials[i] && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                            {
                                string mt = $"mesh name: {mr.name} material {i} texture name: {mr.materials[i].mainTexture.name}";
                                if (!meshTextures.Contains(mt))
                                {
                                    meshTextures.Add(mt);
                                }
                            }
                        }
                    }
                    else if (mr.material && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                    {
                        string mt = $"mesh name: {mr.name} texture name: {mr.material.mainTexture.name}";
                        if (!meshTextures.Contains(mt))
                        {
                            meshTextures.Add(mt);
                        }
                    }
                }

                SkinnedMeshRenderer[] smrs = player.GetComponentsInChildren <SkinnedMeshRenderer>();

                foreach (SkinnedMeshRenderer mr in smrs)
                {
                    if (mr.materials?.Length > 1)
                    {
                        for (int i = 0; i < mr.materials.Length; i++)
                        {
                            if (mr.materials[i] && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                            {
                                string mt = $"mesh name: {mr.name} material {i} texture name: {mr.materials[i].mainTexture.name}";
                                if (!meshTextures.Contains(mt))
                                {
                                    meshTextures.Add(mt);
                                }
                            }
                        }
                    }
                    else if (mr.material && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                    {
                        string mt = $"smesh name: {mr.name} texture name: {mr.material.mainTexture.name}";
                        if (!meshTextures.Contains(mt))
                        {
                            meshTextures.Add(mt);
                        }
                    }
                }

                BlinkController bc = (BlinkController)typeof(Actor).GetField("blinkController", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(Module <Player> .Self.actor);
                if (bc != null)
                {
                    SkinnedMeshRenderer smr = (SkinnedMeshRenderer)typeof(BlinkController).GetField("_mesh", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(bc);
                    if (smr != null && smr.material && smr.material.HasProperty("_MainTex") && smr.material.mainTexture != null)
                    {
                        string mt = $"blink mesh name: {smr.name} texture name: {smr.material.mainTexture.name}";
                        if (!meshTextures.Contains(mt))
                        {
                            meshTextures.Add(mt);
                        }
                    }
                }

                names += string.Join("\r\n\t", meshTextures.ToArray()) + "\r\n\r\n";
                meshTextures.Clear();
            }

            names += $"DLC actor mesh and texture names:\r\n\r\n\t";

            List <AppearDBData> list = DbReader.Read <AppearDBData>(LocalDb.cur.ReadFullTable("NPCAppear_List"), 20);

            foreach (AppearDBData data in list)
            {
                string        path = data.appearPath;
                NpcAppearUnit unit = Singleton <ResMgr> .Instance.LoadSyncByType <NpcAppearUnit>(AssetType.NpcAppear, path);

                foreach (SkinnedMeshRenderer mr in unit.smrs)
                {
                    if (mr.material && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                    {
                        string mt = $"mesh name: {mr.name} texture name: {mr.material.mainTexture.name}";
                        if (!meshTextures.Contains(mt))
                        {
                            meshTextures.Add(mt);
                        }
                    }
                }
            }

            names += string.Join("\r\n\t", meshTextures.ToArray()) + "\r\n\r\n";
            meshTextures.Clear();

            Dbgl("got dlc actor meshes");

            /*
             * names += $"Non-DLC actor mesh and texture names for scene {scene.name}:\r\n\r\n";
             *
             * Module<ActorMgr>.Self.Foreach(delegate (Actor actor) {
             *  if (actor.SceneName == scene.name && actor.GetComponent<NpcAppear>() == null)
             *  {
             *      GameObject go = actor.modelRoot.transform.parent.gameObject;
             *      SkinnedMeshRenderer[] smrs = go.GetComponentsInChildren<SkinnedMeshRenderer>();
             *      foreach (SkinnedMeshRenderer mr in smrs)
             *      {
             *          if (mr.material && mr.material.HasProperty("_MainTex"))
             *          {
             *              names += $"\tmesh name: {mr.name} texture name: {mr.material.mainTexture.name}\r\n";
             *          }
             *      }
             *  }
             * });
             * names += $"\r\n\r\n";
             */
            GameObject[] gameObjects = scene.GetRootGameObjects();
            foreach (GameObject obj in gameObjects)
            {
                MeshRenderer[] mrs = obj.GetComponentsInChildren <MeshRenderer>();
                foreach (MeshRenderer mr in mrs)
                {
                    if (mr.material && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                    {
                        string mt = $"mesh name: {mr.name} texture name: {mr.material.mainTexture.name}";
                        if (!meshTextures.Contains(mt))
                        {
                            meshTextures.Add(mt);
                        }
                    }
                }
            }


            Dbgl("got scene objects");


            if (scene.name == "Main")
            {
                LayeredRegion layeredRegion = (LayeredRegion)typeof(FarmModule).GetField("layeredRegion", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(Module <FarmModule> .Self);
                Region        itemLayer     = (Region)typeof(LayeredRegion).GetField("itemLayer", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(layeredRegion);
                List <object> slots         = AccessTools.FieldRefAccess <Region, List <object> >(itemLayer, "slots");

                foreach (object slot in slots)
                {
                    UnitObjInfo unitObjInfo = (UnitObjInfo)slot.GetType().GetField("unitObjInfo").GetValue(slot);
                    GameObject  go          = unitObjInfo.go;
                    if (go == null)
                    {
                        break;
                    }
                    MeshRenderer[] mrs = go.GetComponentsInChildren <MeshRenderer>();
                    foreach (MeshRenderer mr in mrs)
                    {
                        if (mr.material && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                        {
                            string mt = $"mesh name: {mr.name} texture name: {mr.material.mainTexture.name}";
                            if (!meshTextures.Contains(mt))
                            {
                                meshTextures.Add(mt);
                            }
                        }
                    }
                }
            }
            else if (scene.name == "PlayerHome")
            {
                Dictionary <string, LayeredRegion> layeredRegions = (Dictionary <string, LayeredRegion>) typeof(WallModule).GetField("walls", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(Module <WallModule> .Self);

                foreach (LayeredRegion layeredRegion in layeredRegions.Values)
                {
                    Region        itemLayer = (Region)typeof(LayeredRegion).GetField("itemLayer", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(layeredRegion);
                    List <object> slots     = AccessTools.FieldRefAccess <Region, List <object> >(itemLayer, "slots");

                    foreach (object slot in slots)
                    {
                        UnitObjInfo unitObjInfo = (UnitObjInfo)slot.GetType().GetField("unitObjInfo").GetValue(slot);
                        GameObject  go          = unitObjInfo.go;
                        if (go == null)
                        {
                            break;
                        }
                        MeshRenderer[] mrs = go.GetComponentsInChildren <MeshRenderer>();
                        foreach (MeshRenderer mr in mrs)
                        {
                            if (mr.material && mr.material.HasProperty("_MainTex") && mr.material.mainTexture != null)
                            {
                                string mt = $"mesh name: {mr.name} texture name: {mr.material.mainTexture.name}";
                                if (!meshTextures.Contains(mt))
                                {
                                    meshTextures.Add(mt);
                                }
                            }
                        }
                    }
                }
            }
            names += $"Scene mesh and texture names for scene {scene.name}:\r\n\r\n\t" + string.Join("\r\n\t", meshTextures.ToArray());
            Debug.Log(names);
        }
    public void Init(PlayerController pl)
    {
        player          = pl;
        blinkController = player.GetComponent <BlinkController>();

        animator = player.GetComponent <Animator>();

        hexagons = new List <HexagonController>();

        specialAttackDetector = player.specialDetector;
        specialAttackDetector.GetComponent <PlayerSpecialAttackDetector>().Blackboard = this;
        specialAttackDetector.GetComponent <SphereCollider>().radius = player.specialAttackAffectationRadius;

        dashPSRotator = player.transform.Find("ParticleSystems/DashPSRotation");

        if (InputManager.Devices.Count >= player.Id)
        {
            controller = InputManager.Devices[player.Id - 1];
        }

        spawningState        = new PlayerSpawningState();
        idleState            = new PlayerIdleState();
        longIdleState        = new PlayerLongIdleState();
        movingState          = new PlayerMovingState();
        dashingState         = new PlayerDashingState();
        speedBumpState       = new PlayerSpeedBumpState();
        specialState         = new PlayerSpecialState();
        receivingDamageState = new PlayerReceivingDamageState();
        pushedState          = new PlayerPushedState();
        fallingState         = new PlayerFallingState();
        dyingState           = new PlayerDyingState();
        blockedState         = new PlayerBlockedState();
        invisibleState       = new PlayerInvisibleState();
        levelClearedState    = new PlayerLevelClearedState();

        spawningState.Init(this);
        idleState.Init(this);
        longIdleState.Init(this);
        movingState.Init(this);
        dashingState.Init(this);
        speedBumpState.Init(this);
        specialState.Init(this);
        receivingDamageState.Init(this);
        pushedState.Init(this);
        fallingState.Init(this);
        dyingState.Init(this);
        blockedState.Init(this);
        invisibleState.Init(this);
        levelClearedState.Init(this);

        string playerStr = "";

        switch (player.Id)
        {
        case 1: playerStr = "P1"; break;

        case 2: playerStr = "P2"; break;
        }

        moveHorizontal = playerStr + "_Horizontal";
        moveVertical   = playerStr + "_Vertical";
        aimHorizontal  = playerStr + "_AimHorizontal";
        aimVertical    = playerStr + "_AimVertical";
        fire           = playerStr + "_Fire";
        dash           = playerStr + "_Dash";
        special        = playerStr + "_Special";
        greenButton    = playerStr + "_Green";
        redButton      = playerStr + "_Red";
        blueButton     = playerStr + "_Blue";
        yellowButton   = playerStr + "_Yellow";

        playerRayCastMask  = LayerMask.GetMask(playerStr + "RayCast");
        playerPhysicsLayer = LayerMask.NameToLayer("Player");
        enemyPhysicsPlayer = LayerMask.NameToLayer("Enemy");

        ResetLifeVariables();
    }
 void Awake()
 {
     blinkController = GetComponent <BlinkController>();
     anim            = GetComponent <Animator>();
     audioSource     = GetComponent <AudioSource>();
 }
 void Start()
 {
     blinkController = GetComponent <BlinkController>();
     SetEmissionColor(Color.grey);
 }