public void Awake() { //On.RoR2.Networking.GameNetworkManager.OnClientConnect += (self, user, t) => { }; instance = this; Artifacts.Init(); Elites.Init(); Skills.Init(); //PlayableScavenger.Init(); }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { Artifacts.Create(); Elites.Create(); contentPack.artifactDefs.Add(Artifacts.artifactDefs.ToArray()); contentPack.eliteDefs.Add(Elites.eliteDefs.ToArray()); args.ReportProgress(1f); yield break; }
public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args) { //we do a CONSIDERABLE amount of trolling. contentPack.artifactDefs.Add(Artifacts.DumpContent()); //args.ReportProgress(1f); contentPack.bodyPrefabs.Add(Bodies.DumpContent()); //args.ReportProgress(1f); contentPack.buffDefs.Add(Buffs.DumpContent()); //args.ReportProgress(1f); contentPack.effectDefs.Add(Effects.DumpContent()); //args.ReportProgress(1f); contentPack.eliteDefs.Add(Elites.DumpContent()); //args.ReportProgress(1f); contentPack.gameEndingDefs.Add(GameEndings.DumpContent()); //args.ReportProgress(1f); contentPack.entityStateConfigurations.Add(Loadouts.DumpConfigs()); //args.ReportProgress(1f); contentPack.entityStateTypes.Add(Loadouts.DumpEntityStates()); //args.ReportProgress(1f); contentPack.skillFamilies.Add(Loadouts.DumpContentSkillFamilies()); //args.ReportProgress(1f); contentPack.skillDefs.Add(Loadouts.DumpContentSkillDefs()); //args.ReportProgress(1f); contentPack.survivorDefs.Add(Loadouts.DumpSurvivorDefs()); //args.ReportProgress(1f); contentPack.masterPrefabs.Add(Masters.DumpContent()); //args.ReportProgress(1f); contentPack.musicTrackDefs.Add(MusicTracks.DumpContent()); //args.ReportProgress(1f); contentPack.networkedObjectPrefabs.Add(NetworkPrefabs.DumpContent()); //args.ReportProgress(1f); contentPack.networkSoundEventDefs.Add(NetworkSoundEvents.DumpContent()); //args.ReportProgress(1f); contentPack.itemDefs.Add(Pickups.DumpContentItems()); //args.ReportProgress(1f); contentPack.equipmentDefs.Add(Pickups.DumpContentEquipment()); //args.ReportProgress(1f); contentPack.projectilePrefabs.Add(Projectiles.DumpContent()); //args.ReportProgress(1f); contentPack.gameModePrefabs.Add(Runs.DumpContent()); //args.ReportProgress(1f); contentPack.sceneDefs.Add(Scenes.DumpContent()); //args.ReportProgress(1f); contentPack.surfaceDefs.Add(SurfaceDefinitions.DumpContent()); args.ReportProgress(1f); yield break; }
public override IList <IGenome <T> > SelectNext() { List <IGenome <T> > result; result = new List <IGenome <T> >(CountToSelect); for (int i = 0; i < CountToSelect; i++) { result.Add(Elites[CurrentIndex]); CurrentIndex++; if (CurrentIndex >= Elites.Count()) { CurrentIndex = 0; } } if (result.Count() != CountToSelect) { ThrowInvalidSelected(result.Count()); } return(result); }