Example #1
0
        public static void Init(AssetBundle expandSharedAssets1)
        {
            BabySitterobject = expandSharedAssets1.LoadAsset <GameObject>("Baby Sitter");

            BabySitter babysitItem = BabySitterobject.AddComponent <BabySitter>();

            ItemBuilder.AddSpriteToObject(BabySitterobject, expandSharedAssets1.LoadAsset <Texture2D>("babysitter"), false, false);

            string shortDesc = "You've got a friend in me...";
            string longDesc  = "Looks like you're stuck baby sitting him today.\n\nHe'll try his best to be useful.\nTry not to get him killed.";

            ItemBuilder.SetupItem(babysitItem, shortDesc, longDesc, "ex");
            babysitItem.quality           = ItemQuality.B;
            babysitItem.CompanionGuid     = "1d1e1070617842f09e6f45df3cb223f6";
            babysitItem.DeathStatModifier = new StatModifier()
            {
                amount      = 1.8f,
                statToBoost = PlayerStats.StatType.Damage,
                modifyType  = StatModifier.ModifyMethod.MULTIPLICATIVE,
            };
        }
Example #2
0
        public static void Init(AssetBundle expandSharedAssets1)
        {
            CorruptedJunkObject = expandSharedAssets1.LoadAsset <GameObject>("Corrupted Junk");

            CorruptedJunk poopSack = CorruptedJunkObject.AddComponent <CorruptedJunk>();

            ItemBuilder.AddSpriteToObject(CorruptedJunkObject, expandSharedAssets1.LoadAsset <Texture2D>("corrupted_poopsack_09"), false, false);

            string shortDesc = "Next Time... What even is this!?";
            string longDesc  = "Just some corrupted junk.\n\nCarrying this around makes you question your sanity...";

            ItemBuilder.SetupItem(poopSack, shortDesc, longDesc, "ex");
            poopSack.quality      = ItemQuality.A;
            poopSack.CanBeDropped = false;

            m_SpriteNames = new List <string> {
                "corrupted_poopsack_01",
                "corrupted_poopsack_02",
                "corrupted_poopsack_03",
                "corrupted_poopsack_04",
                "corrupted_poopsack_05",
                "corrupted_poopsack_06",
                "corrupted_poopsack_07",
                "corrupted_poopsack_08",
                "corrupted_poopsack_09",
                "corrupted_poopsack_10"
            };

            foreach (string spritePath in m_SpriteNames)
            {
                if (spritePath != "corrupted_poopsack_09")
                {
                    SpriteBuilder.AddSpriteToCollection(expandSharedAssets1.LoadAsset <Texture2D>(spritePath), CorruptedJunkObject.GetComponent <tk2dSprite>().Collection);
                }
            }

            ExpandUtility.GenerateSpriteAnimator(CorruptedJunkObject, playAutomatically: true);
            ExpandUtility.AddAnimation(CorruptedJunkObject.GetComponent <tk2dSpriteAnimator>(), CorruptedJunkObject.GetComponent <tk2dSprite>().Collection, m_SpriteNames, "idle", tk2dSpriteAnimationClip.WrapMode.RandomLoop, 20);
        }
Example #3
0
        public static void Init(AssetBundle expandSharedAssets1)
        {
            RockslideObject = expandSharedAssets1.LoadAsset <GameObject>("Rock Slide");
            ItemBuilder.AddSpriteToObject(RockslideObject, expandSharedAssets1.LoadAsset <Texture2D>("rockslide"), false, false);

            RockSlide rockslide = RockslideObject.AddComponent <RockSlide>();
            string    shortDesc = "Crushing Defeat";
            string    longDesc  = "Falling rocks are a well known threat to everyone, especially within the Gungeon.\n\nIt does not help that a long gone Gungeoneer accidentally popularized the idea of using falling debris as a weapon among the Gundead.\n\nHowever, they quickly grew tired of it, seeming too easy or effortless to eliminate Gungeoneers compared to the exhilarating experience of the combat they were forged for.";

            ItemBuilder.SetupItem(rockslide, shortDesc, longDesc, "ex");
            ItemBuilder.SetCooldownType(rockslide, ItemBuilder.CooldownType.Damage, 275f);
            rockslide.quality = ItemQuality.B;

            List <string> spritePaths = new List <string>()
            {
                "plunger_fire_001",
                "plunger_fire_002",
                "plunger_fire_003",
                "plunger_fire_004",
                "plunger_fire_005",
                "plunger_fire_006"
            };

            tk2dSprite rockslidesprite = RockslideObject.GetComponent <tk2dSprite>();

            foreach (string sprite in spritePaths)
            {
                SpriteBuilder.AddSpriteToCollection(expandSharedAssets1.LoadAsset <Texture2D>(sprite), rockslidesprite.Collection);
            }

            ExpandUtility.GenerateSpriteAnimator(RockslideObject);

            tk2dSpriteAnimator rockslideAnimator = RockslideObject.GetComponent <tk2dSpriteAnimator>();

            ExpandUtility.AddAnimation(rockslideAnimator, rockslidesprite.Collection, spritePaths, "Activate", frameRate: 8);

            RockSlidePickupID = rockslide.PickupObjectId;
        }
        public static void Init(AssetBundle expandSharedAssets1)
        {
            hammerItemObject = expandSharedAssets1.LoadAsset <GameObject>("Baby Good Hammer");
            BabyGoodHammer babyGoodHammer = hammerItemObject.AddComponent <BabyGoodHammer>();

            ItemBuilder.AddSpriteToObject(hammerItemObject, expandSharedAssets1.LoadAsset <Texture2D>("babygoodhammer"), false, false);
            string shortDesc = "It's Hammer Time!";
            string longDesc  = "Summons a Dead Blow Hammer.\n\nIt's cry sounds a lot like a whistle.\n\nThe closer you are to the Forge, the more powerful the hammers will be.";

            ItemBuilder.SetupItem(babyGoodHammer, shortDesc, longDesc, "ex");
            ItemBuilder.SetCooldownType(babyGoodHammer, ItemBuilder.CooldownType.Damage, 350f);
            babyGoodHammer.quality = ItemQuality.B;

            // Hammer Spawn FX Object
            hammerSpawnFX = expandSharedAssets1.LoadAsset <GameObject>("HammerSpawningFX");
            ItemBuilder.AddSpriteToObject(hammerSpawnFX, expandSharedAssets1.LoadAsset <Texture2D>("babygoodhammer_spawn_00"), false, false);
            tk2dBaseSprite spriteComponent = hammerSpawnFX.GetComponent <tk2dBaseSprite>();

            List <string> spritePaths = new List <string>()
            {
                "babygoodhammer_spawn_00",
                "babygoodhammer_spawn_00",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_02",
                "babygoodhammer_spawn_03",
                "babygoodhammer_spawn_04",
                "babygoodhammer_spawn_05",
                "babygoodhammer_spawn_06",
                "babygoodhammer_spawn_07",
                "babygoodhammer_spawn_08",
                "babygoodhammer_spawn_09",
                "babygoodhammer_spawn_10",
                "babygoodhammer_spawn_11",
                "babygoodhammer_spawn_12",
                "babygoodhammer_spawn_13",
                "babygoodhammer_spawn_14",
                "babygoodhammer_spawn_15",
                "babygoodhammer_spawn_16",
                "babygoodhammer_spawn_17",
                "babygoodhammer_spawn_18",
                "babygoodhammer_spawn_19",
                "babygoodhammer_spawn_20",
                "babygoodhammer_spawn_21",
                "babygoodhammer_spawn_22",
                "babygoodhammer_spawn_23",
                "babygoodhammer_spawn_24",
                "babygoodhammer_spawn_25"
            };

            foreach (string spriteName in spritePaths)
            {
                if (spriteName != "babygoodhammer_spawn_00")
                {
                    SpriteBuilder.AddSpriteToCollection(expandSharedAssets1.LoadAsset <Texture2D>(spriteName), spriteComponent.Collection);
                }
            }

            ExpandUtility.GenerateSpriteAnimator(hammerSpawnFX);
            tk2dSpriteAnimator hammerAnimator = hammerSpawnFX.GetComponent <tk2dSpriteAnimator>();

            List <string> spritePaths_reversed = new List <string>()
            {
                "babygoodhammer_spawn_25",
                "babygoodhammer_spawn_24",
                "babygoodhammer_spawn_23",
                "babygoodhammer_spawn_22",
                "babygoodhammer_spawn_21",
                "babygoodhammer_spawn_20",
                "babygoodhammer_spawn_19",
                "babygoodhammer_spawn_18",
                "babygoodhammer_spawn_17",
                "babygoodhammer_spawn_16",
                "babygoodhammer_spawn_15",
                "babygoodhammer_spawn_14",
                "babygoodhammer_spawn_13",
                "babygoodhammer_spawn_12",
                "babygoodhammer_spawn_11",
                "babygoodhammer_spawn_10",
                "babygoodhammer_spawn_09",
                "babygoodhammer_spawn_08",
                "babygoodhammer_spawn_07",
                "babygoodhammer_spawn_06",
                "babygoodhammer_spawn_05",
                "babygoodhammer_spawn_04",
                "babygoodhammer_spawn_03",
                "babygoodhammer_spawn_02",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_00"
            };


            ExpandUtility.AddAnimation(hammerAnimator, spriteComponent.Collection, spritePaths, "HammerSpawn", tk2dSpriteAnimationClip.WrapMode.Once);
            ExpandUtility.AddAnimation(hammerAnimator, spriteComponent.Collection, spritePaths_reversed, "HammerReturnSpawn", tk2dSpriteAnimationClip.WrapMode.Once);

            HammerPickupID = babyGoodHammer.PickupObjectId;
        }