Example #1
0
        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;
        }
Example #3
0
        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);
        }