private RoR2.CharacterBody CharacterMaster_SpawnBody(On.RoR2.CharacterMaster.orig_SpawnBody orig, RoR2.CharacterMaster self, UnityEngine.GameObject bodyPrefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) { try { self.gameObject.AddCorriander(); //Logger.LogInfo("CORRIANDER ADDED YAY!"); } catch { Logger.LogDebug("There was a problem with adding corriander but shhh don't tell anyone..."); } return(orig(self, bodyPrefab, position, rotation)); }
private CharacterBody CharacterMaster_SpawnBody(On.RoR2.CharacterMaster.orig_SpawnBody orig, CharacterMaster self, GameObject bodyPrefab, Vector3 position, Quaternion rotation) { CharacterBody body = orig(self, bodyPrefab, position, rotation); if (body) { Chat.AddMessage("Spawned body!"); if (IsActiveAndEnabled()) { body.gameObject.AddComponent <HasteController>().Init(body); Chat.AddMessage("A Haste controller was added to a unit!"); } } return(body); }
private static CharacterBody RespawnItemApply(On.RoR2.CharacterMaster.orig_SpawnBody orig, CharacterMaster self, GameObject bodyPrefab, Vector3 position, Quaternion rotation) { CharacterBody body = orig(self, bodyPrefab, position, rotation); try { if (body.inventory) { Inventory inventory = body.inventory; body.baseDamage *= (ConfigHandler.DamageValue * 0.01f * inventory.GetItemCount(Items.DamageBoostIndex)) + 1f; body.baseMaxHealth *= (ConfigHandler.HealthValue * 0.01f * inventory.GetItemCount(Items.HealthBoostIndex)) + 1f; body.baseMoveSpeed *= (ConfigHandler.SpeedValue * 0.01f * inventory.GetItemCount(Items.SpeedBoostIndex)) + 1f; body.baseAttackSpeed *= (ConfigHandler.DamageValue * 0.01f * inventory.GetItemCount(Items.DexBoostIndex)) + 1f; body.baseArmor *= (ConfigHandler.DamageValue * 0.01f * inventory.GetItemCount(Items.ArmorBoostIndex)) + 1f; } } catch { } return(body); }