private void CreateActions()
    {
        actions = new InputModuleActions();
        bool flag = false;

        actions.Submit.AddDefaultBinding((!flag) ? InputControlType.Action1 : InputControlType.Action2);
        actions.Submit.AddDefaultBinding(Key.Space);
        actions.Submit.AddDefaultBinding(Key.Return);
        actions.Submit.AddDefaultBinding(Key.PadEnter);
        actions.Cancel.AddDefaultBinding((!flag) ? InputControlType.Action2 : InputControlType.Action1);
        actions.Cancel.AddDefaultBinding(Key.Escape);
        actions.Up.AddDefaultBinding(InputControlType.LeftStickUp);
        actions.Up.AddDefaultBinding(InputControlType.DPadUp);
        actions.Up.AddDefaultBinding(Key.UpArrow);
        actions.Up.AddDefaultBinding(Key.W);
        actions.Down.AddDefaultBinding(InputControlType.LeftStickDown);
        actions.Down.AddDefaultBinding(InputControlType.DPadDown);
        actions.Down.AddDefaultBinding(Key.DownArrow);
        actions.Down.AddDefaultBinding(Key.S);
        actions.Left.AddDefaultBinding(InputControlType.LeftStickLeft);
        actions.Left.AddDefaultBinding(InputControlType.DPadLeft);
        actions.Left.AddDefaultBinding(Key.LeftArrow);
        actions.Left.AddDefaultBinding(Key.A);
        actions.Right.AddDefaultBinding(InputControlType.LeftStickRight);
        actions.Right.AddDefaultBinding(InputControlType.DPadRight);
        actions.Right.AddDefaultBinding(Key.RightArrow);
        actions.Right.AddDefaultBinding(Key.D);
    }
Example #2
0
    void CreateActions()
    {
        actions = new InputModuleActions();

        actions.Up.AddDefaultBinding(InputControlType.LeftStickUp);
        actions.Up.AddDefaultBinding(InputControlType.DPadUp);
        actions.Up.AddDefaultBinding(Key.UpArrow);

        actions.Down.AddDefaultBinding(InputControlType.LeftStickDown);
        actions.Down.AddDefaultBinding(InputControlType.DPadDown);
        actions.Down.AddDefaultBinding(Key.DownArrow);

        actions.Left.AddDefaultBinding(InputControlType.LeftStickLeft);
        actions.Left.AddDefaultBinding(InputControlType.DPadLeft);
        actions.Left.AddDefaultBinding(Key.LeftArrow);

        actions.Right.AddDefaultBinding(InputControlType.LeftStickRight);
        actions.Right.AddDefaultBinding(InputControlType.DPadRight);
        actions.Right.AddDefaultBinding(Key.RightArrow);

        actions.Submit.AddDefaultBinding(InputControlType.Action1);
        actions.Submit.AddDefaultBinding(Key.Space);
        actions.Submit.AddDefaultBinding(Key.Return);

        actions.Cancel.AddDefaultBinding(InputControlType.Action2);
        actions.Cancel.AddDefaultBinding(Key.Escape);
    }
    // Token: 0x060009C4 RID: 2500
    private void SpawnPlayer(int i, bool bot)
    {
        File.AppendAllText("C:\\Users\\Jimmy\\Documents\\Projects\\Square Brawl Decompiled\\SpawnPlayer.txt", "Spawning int " + i.ToString() + " \n");
        this.spawnCounter++;
        UnityEngine.Debug.Log("Spawn Counter: " + this.spawnCounter);
        GameObject   gameObject    = base.gameObject;
        int          num           = i;
        Vector3      vector        = new Vector3((float)UnityEngine.Random.Range(-10, 10), (float)UnityEngine.Random.Range(-7, 7), 0f);
        RaycastHit2D raycastHit2D  = Physics2D.Raycast(vector, Vector3.down, 50f, this.mapMask);
        RaycastHit2D raycastHit2D2 = Physics2D.Raycast(new Vector3(vector.x - 0.5f, vector.y, vector.z), Vector3.down, 50f, this.mapMask);
        RaycastHit2D raycastHit2D3 = Physics2D.Raycast(new Vector3(vector.x + 0.5f, vector.y, vector.z), Vector3.down, 50f, this.mapMask);

        if ((raycastHit2D.collider && Vector3.Distance(vector, raycastHit2D.point) > 1f && raycastHit2D.transform.tag != "kill" && this.canSpawnPlayers && raycastHit2D2.collider && raycastHit2D3.collider) || this.spawnCounter > 1000)
        {
            if (this.spawnCounter <= 100)
            {
                UnityEngine.Debug.Log("SPAWN POINT! " + raycastHit2D.collider.name);
            }
            if (bot)
            {
                InputModuleActions actions = InputModuleActions.CreateNullActions();
                gameObject = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("player"), vector, Quaternion.identity);
                gameObject.GetComponent <Player>().setActions(actions);
                gameObject.GetComponent <Player>().bot = true;
                gameObject.GetComponent <Player>().ChangeDifficulty((int)this.botDifSlider.value);
                if (this.currentGameMode._teamBased)
                {
                    gameObject.GetComponent <Player>().team = this.teams[i - 1];
                }
                else
                {
                    gameObject.GetComponent <Player>().team = i;
                }
                if (this.zombie)
                {
                    gameObject.GetComponent <Player>().life   = 10f;
                    gameObject.GetComponent <Player>().zombie = true;
                    num = 5;
                }
                if (i == 1)
                {
                    gameObject.name = "PlayerOne";
                }
                if (i == 2)
                {
                    gameObject.name = "PlayerTwo";
                }
                if (i == 3)
                {
                    gameObject.name = "PlayerThree";
                }
                if (i == 4)
                {
                    gameObject.name = "PlayerFour";
                }
            }
            else
            {
                InputModuleActions.CreateActions().Device = this.playerControllers[i - 1].getDevice();
                gameObject = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("player"), vector, Quaternion.identity);
                if (this.currentGameMode._teamBased)
                {
                    gameObject.GetComponent <Player>().team = this.teams[i - 1];
                }
                else
                {
                    gameObject.GetComponent <Player>().team = i;
                }
                gameObject.GetComponent <Player>().setActions(this.playerControllers[i - 1].getActions());
                if (i == 1)
                {
                    gameObject.name = "PlayerOne";
                }
                if (i == 2)
                {
                    gameObject.name = "PlayerTwo";
                }
                if (i == 3)
                {
                    gameObject.name = "PlayerThree";
                }
                if (i == 4)
                {
                    gameObject.name = "PlayerFour";
                }
            }
            if (gameManager.onlineMode)
            {
                num = this.playersInLobby[i - 1];
            }
            gameObject.SendMessage("setControls", i);
            switch (num)
            {
            case 1:
                gameObject.SendMessage("setColor", this.c1);
                if (!bot)
                {
                    gameObject.GetComponent <Player>().fire1     = this.w11;
                    gameObject.GetComponent <Player>().CD1       = this.cd11;
                    gameObject.GetComponent <Player>().fire2     = this.w21;
                    gameObject.GetComponent <Player>().CD2       = this.cd21;
                    gameObject.GetComponent <Player>().pushback1 = this.pb11;
                    gameObject.GetComponent <Player>().pushback2 = this.pb21;
                    gameObject.GetComponent <Player>().follow1   = this.follow11;
                    gameObject.GetComponent <Player>().follow2   = this.follow21;
                }
                else
                {
                    gameManager.weapon weapon  = this.botWeapons[UnityEngine.Random.Range(0, this.botWeapons.Length)];
                    gameManager.weapon weapon2 = this.botWeapons[UnityEngine.Random.Range(0, this.botWeapons.Length)];
                    gameObject.GetComponent <Player>().fire1     = weapon.name;
                    gameObject.GetComponent <Player>().CD1       = weapon.coolDown;
                    gameObject.GetComponent <Player>().fire2     = weapon2.name;
                    gameObject.GetComponent <Player>().CD2       = weapon2.coolDown;
                    gameObject.GetComponent <Player>().pushback1 = weapon.PushBack;
                    gameObject.GetComponent <Player>().pushback2 = weapon2.PushBack;
                    gameObject.GetComponent <Player>().follow1   = weapon.follow;
                    gameObject.GetComponent <Player>().follow2   = weapon2.follow;
                }
                break;

            case 2:
                gameObject.SendMessage("setColor", this.c2);
                if (!bot)
                {
                    UnityEngine.Debug.LogError("HELLO!" + this.w12);
                    gameObject.GetComponent <Player>().fire1     = this.w12;
                    gameObject.GetComponent <Player>().CD1       = this.cd12;
                    gameObject.GetComponent <Player>().fire2     = this.w22;
                    gameObject.GetComponent <Player>().CD2       = this.cd22;
                    gameObject.GetComponent <Player>().pushback1 = this.pb12;
                    gameObject.GetComponent <Player>().pushback2 = this.pb22;
                    gameObject.GetComponent <Player>().follow1   = this.follow12;
                    gameObject.GetComponent <Player>().follow2   = this.follow22;
                }
                else if (this.w12 == string.Empty)
                {
                    gameManager.weapon weapon3 = this.botWeapons[UnityEngine.Random.Range(0, 10)];
                    gameManager.weapon weapon4 = this.botWeapons[UnityEngine.Random.Range(0, 10)];
                    gameObject.GetComponent <Player>().fire1     = weapon3.name;
                    gameObject.GetComponent <Player>().CD1       = weapon3.coolDown;
                    gameObject.GetComponent <Player>().fire2     = weapon4.name;
                    gameObject.GetComponent <Player>().CD2       = weapon4.coolDown;
                    gameObject.GetComponent <Player>().pushback1 = weapon3.PushBack;
                    gameObject.GetComponent <Player>().pushback2 = weapon4.PushBack;
                    gameObject.GetComponent <Player>().follow1   = weapon3.follow;
                    gameObject.GetComponent <Player>().follow2   = weapon4.follow;
                    UnityEngine.Debug.Log("bot WEAPONS: " + weapon3.name + "    AND:    " + weapon4.name);
                    this.w12      = weapon3.name;
                    this.cd12     = weapon3.coolDown;
                    this.w22      = weapon4.name;
                    this.cd22     = weapon4.coolDown;
                    this.pb12     = weapon3.PushBack;
                    this.pb22     = weapon4.PushBack;
                    this.follow12 = weapon3.follow;
                    this.follow22 = weapon4.follow;
                }
                else
                {
                    gameObject.GetComponent <Player>().fire1     = this.w12;
                    gameObject.GetComponent <Player>().CD1       = this.cd12;
                    gameObject.GetComponent <Player>().fire2     = this.w22;
                    gameObject.GetComponent <Player>().CD2       = this.cd22;
                    gameObject.GetComponent <Player>().pushback1 = this.pb12;
                    gameObject.GetComponent <Player>().pushback2 = this.pb22;
                    gameObject.GetComponent <Player>().follow1   = this.follow12;
                    gameObject.GetComponent <Player>().follow2   = this.follow22;
                }
                break;

            case 3:
                gameObject.SendMessage("setColor", this.c3);
                if (!bot)
                {
                    gameObject.GetComponent <Player>().fire1     = this.w13;
                    gameObject.GetComponent <Player>().CD1       = this.cd13;
                    gameObject.GetComponent <Player>().fire2     = this.w23;
                    gameObject.GetComponent <Player>().CD2       = this.cd23;
                    gameObject.GetComponent <Player>().pushback1 = this.pb13;
                    gameObject.GetComponent <Player>().pushback2 = this.pb23;
                    gameObject.GetComponent <Player>().follow1   = this.follow13;
                    gameObject.GetComponent <Player>().follow2   = this.follow23;
                }
                else if (this.w13 == string.Empty)
                {
                    gameManager.weapon weapon5 = this.botWeapons[UnityEngine.Random.Range(0, 10)];
                    gameManager.weapon weapon6 = this.botWeapons[UnityEngine.Random.Range(0, 10)];
                    gameObject.GetComponent <Player>().fire1     = weapon5.name;
                    gameObject.GetComponent <Player>().CD1       = weapon5.coolDown;
                    gameObject.GetComponent <Player>().fire2     = weapon6.name;
                    gameObject.GetComponent <Player>().CD2       = weapon6.coolDown;
                    gameObject.GetComponent <Player>().pushback1 = weapon5.PushBack;
                    gameObject.GetComponent <Player>().pushback2 = weapon6.PushBack;
                    UnityEngine.Debug.Log("bot WEAPONS: " + weapon5.name + "    AND:    " + weapon6.name);
                    gameObject.GetComponent <Player>().follow1 = weapon5.follow;
                    gameObject.GetComponent <Player>().follow2 = weapon6.follow;
                    this.w13      = weapon5.name;
                    this.cd13     = weapon5.coolDown;
                    this.w23      = weapon6.name;
                    this.cd23     = weapon6.coolDown;
                    this.pb13     = weapon5.PushBack;
                    this.pb23     = weapon6.PushBack;
                    this.follow13 = weapon5.follow;
                    this.follow23 = weapon6.follow;
                }
                else
                {
                    gameObject.GetComponent <Player>().fire1     = this.w13;
                    gameObject.GetComponent <Player>().CD1       = this.cd13;
                    gameObject.GetComponent <Player>().fire2     = this.w23;
                    gameObject.GetComponent <Player>().CD2       = this.cd23;
                    gameObject.GetComponent <Player>().pushback1 = this.pb13;
                    gameObject.GetComponent <Player>().pushback2 = this.pb23;
                    gameObject.GetComponent <Player>().follow1   = this.follow13;
                    gameObject.GetComponent <Player>().follow2   = this.follow23;
                }
                break;

            case 4:
                gameObject.SendMessage("setColor", this.c4);
                if (!bot)
                {
                    gameObject.GetComponent <Player>().fire1     = this.w14;
                    gameObject.GetComponent <Player>().CD1       = this.cd14;
                    gameObject.GetComponent <Player>().fire2     = this.w24;
                    gameObject.GetComponent <Player>().CD2       = this.cd24;
                    gameObject.GetComponent <Player>().pushback1 = this.pb14;
                    gameObject.GetComponent <Player>().pushback2 = this.pb24;
                    gameObject.GetComponent <Player>().follow1   = this.follow14;
                    gameObject.GetComponent <Player>().follow2   = this.follow24;
                }
                else if (this.w14 == string.Empty)
                {
                    gameManager.weapon weapon7 = this.botWeapons[UnityEngine.Random.Range(0, 10)];
                    gameManager.weapon weapon8 = this.botWeapons[UnityEngine.Random.Range(0, 10)];
                    gameObject.GetComponent <Player>().fire1     = weapon7.name;
                    gameObject.GetComponent <Player>().CD1       = weapon7.coolDown;
                    gameObject.GetComponent <Player>().fire2     = weapon8.name;
                    gameObject.GetComponent <Player>().CD2       = weapon8.coolDown;
                    gameObject.GetComponent <Player>().pushback1 = weapon7.PushBack;
                    gameObject.GetComponent <Player>().pushback2 = weapon8.PushBack;
                    gameObject.GetComponent <Player>().follow1   = weapon7.follow;
                    gameObject.GetComponent <Player>().follow2   = weapon8.follow;
                    this.w14      = weapon7.name;
                    this.cd14     = weapon7.coolDown;
                    this.w24      = weapon8.name;
                    this.cd24     = weapon8.coolDown;
                    this.pb14     = weapon7.PushBack;
                    this.pb24     = weapon8.PushBack;
                    this.follow14 = weapon7.follow;
                    this.follow24 = weapon8.follow;
                    UnityEngine.Debug.Log("bot WEAPONS: " + weapon7.name + "    AND:    " + weapon8.name);
                }
                else
                {
                    gameObject.GetComponent <Player>().fire1     = this.w14;
                    gameObject.GetComponent <Player>().CD1       = this.cd14;
                    gameObject.GetComponent <Player>().fire2     = this.w24;
                    gameObject.GetComponent <Player>().CD2       = this.cd24;
                    gameObject.GetComponent <Player>().pushback1 = this.pb14;
                    gameObject.GetComponent <Player>().pushback2 = this.pb24;
                    gameObject.GetComponent <Player>().follow1   = this.follow14;
                    gameObject.GetComponent <Player>().follow2   = this.follow24;
                }
                break;

            case 5:
                gameObject.SendMessage("setColor", Color.black);
                gameObject.GetComponent <Player>().fire1     = "shield";
                gameObject.GetComponent <Player>().CD1       = 3f;
                gameObject.GetComponent <Player>().fire2     = "shield";
                gameObject.GetComponent <Player>().CD2       = 3f;
                gameObject.GetComponent <Player>().pushback1 = 0f;
                gameObject.GetComponent <Player>().pushback2 = 0f;
                break;
            }
            if (this.activeGameModifiers.Contains(gameManager.gameModifier.SnipeBattle))
            {
                gameManager.weapon weapon9 = this.botWeapons[4];
                gameObject.GetComponent <Player>().fire1     = weapon9.name;
                gameObject.GetComponent <Player>().CD1       = weapon9.coolDown;
                gameObject.GetComponent <Player>().fire2     = weapon9.name;
                gameObject.GetComponent <Player>().CD2       = weapon9.coolDown;
                gameObject.GetComponent <Player>().pushback1 = weapon9.PushBack;
                gameObject.GetComponent <Player>().pushback2 = weapon9.PushBack;
                gameObject.GetComponent <Player>().follow1   = false;
                gameObject.GetComponent <Player>().follow2   = false;
            }
            if (this.activeGameModifiers.Contains(gameManager.gameModifier.RandomWeapons))
            {
                gameManager.weapon weapon10 = this.botWeapons[UnityEngine.Random.Range(0, 10)];
                gameManager.weapon weapon11 = this.botWeapons[UnityEngine.Random.Range(0, 10)];
                gameObject.GetComponent <Player>().fire1     = weapon10.name;
                gameObject.GetComponent <Player>().CD1       = weapon10.coolDown;
                gameObject.GetComponent <Player>().fire2     = weapon11.name;
                gameObject.GetComponent <Player>().CD2       = weapon11.coolDown;
                gameObject.GetComponent <Player>().pushback1 = weapon10.PushBack;
                gameObject.GetComponent <Player>().pushback2 = weapon11.PushBack;
                gameObject.GetComponent <Player>().follow1   = weapon10.follow;
                gameObject.GetComponent <Player>().follow2   = weapon11.follow;
            }
            if (this.activeGameModifiers.Contains(gameManager.gameModifier.FistFight))
            {
                gameObject.GetComponent <Player>().fire1     = "shield";
                gameObject.GetComponent <Player>().CD1       = 3f;
                gameObject.GetComponent <Player>().fire2     = "charge";
                gameObject.GetComponent <Player>().CD2       = 3f;
                gameObject.GetComponent <Player>().pushback1 = 0f;
                gameObject.GetComponent <Player>().pushback2 = 0f;
                gameObject.GetComponent <Player>().follow1   = true;
                gameObject.GetComponent <Player>().follow2   = true;
            }
            return;
        }
        this.SpawnPlayer(i, bot);
    }