public DeconstructSellable(ActorInitializer init, DeconstructSellableInfo info) : base(info) { this.info = info; developerMode = init.Self.Owner.PlayerActor.Trait <DeveloperMode>(); wsb = init.Self.Trait <WithSpriteBody>(); }
public static ICommand Analyze(string arg) { ICommand resultCommand = null; //DeveloperMode.Print(arg); char firstChar = arg.ToCharArray()[0]; switch (firstChar) { case '+': DeveloperMode.Print("START SUM"); resultCommand = new SumCommand(); DeveloperMode.Print("END SUM"); break; case 'x': DeveloperMode.Print("START VARIABLE"); resultCommand = new Variable(); DeveloperMode.Print("END VARIABLE"); break; } if (resultCommand == null) { DeveloperMode.Print("START NUMBER"); double number = double.Parse(arg); resultCommand = new Constant(number); DeveloperMode.Print("END NUMBER"); } return(resultCommand); }
public BaseProvider(Actor self, BaseProviderInfo info) { Info = info; this.self = self; devMode = self.Owner.PlayerActor.Trait <DeveloperMode>(); progress = total = info.InitialDelay; }
private static string RemoveCommandAndParentheses(string formula) { string result = "NOTHING HERE"; DeveloperMode.Print(formula); int index = formula.IndexOf('('); if (index != -1) { formula = formula.Remove(0, index + 1); // result = result.Remove(result.Length - 1, 1); int counterBrakets = 1; int counterLoop = 0; foreach (char c in formula) { switch (c) { case '(': counterBrakets++; break; case ')': counterBrakets--; break; } if (counterBrakets == 0) { result = formula.Remove(counterLoop, 1); } counterLoop++; } } DeveloperMode.Print(result); return(result); }
public void WorldLoaded(World w, WorldRenderer wr) { var world = w; debugVis = world.WorldActor.TraitOrDefault <DebugVisualizations>(); if (world.LocalPlayer != null) { devMode = world.LocalPlayer.PlayerActor.Trait <DeveloperMode>(); } if (debugVis == null) { return; } var console = world.WorldActor.Trait <ChatCommands>(); var help = world.WorldActor.Trait <HelpCommand>(); Action <string, string> register = (name, helpText) => { console.RegisterCommand(name, this); help.RegisterHelp(name, helpText); }; register("showcombatgeometry", "toggles combat geometry overlay."); register("showrendergeometry", "toggles render geometry overlay."); register("showscreenmap", "toggles screen map overlay."); register("showdepthbuffer", "toggles depth buffer overlay."); register("showactortags", "toggles actor tags overlay."); }
public void WorldLoaded(World w, WorldRenderer wr) { world = w; if (world.LocalPlayer != null) { developerMode = world.LocalPlayer.PlayerActor.Trait <DeveloperMode>(); } var console = world.WorldActor.Trait <ChatCommands>(); var help = world.WorldActor.Trait <HelpCommand>(); Action <string, string> register = (name, helpText) => { console.RegisterCommand(name, this); help.RegisterHelp(name, helpText); }; register("visibility", "toggles visibility checks and minimap."); register("givecash", "gives the default or specified amount of money."); register("givecashall", "gives the default or specified amount of money to all players and ai."); register("instantbuild", "toggles instant building."); register("buildanywhere", "toggles you the ability to build anywhere."); register("unlimitedpower", "toggles infinite power."); register("enabletech", "toggles the ability to build everything."); register("instantcharge", "toggles instant support power charging."); register("all", "toggles all cheats and gives you some cash for your trouble."); register("crash", "crashes the game."); register("levelup", "adds a specified number of levels to the selected actors."); register("playerexperience", "adds a specified amount of player experience to the owner(s) of selected actors."); register("poweroutage", "causes owner(s) of selected actors to have a 5 second power outage."); register("kill", "kills selected actors."); register("dispose", "disposes selected actors."); }
private void LanguageSelectorB_Click(object sender, EventArgs e) { DeveloperMode.Hide(); LanguageSelectorA.Hide(); LanguageSelectorB.Hide(); StartPrompt.Show(); MoreThanOne.Show(); }
public Researches(ActorInitializer init, ResearchesInfo info) : base(info) { this.info = info; researchable = init.Self.Trait <Researchable>(); developerMode = init.Self.Owner.PlayerActor.Trait <DeveloperMode>(); playerResources = init.Self.Owner.PlayerActor.Trait <PlayerResources>(); techLevel = init.World.WorldActor.Trait <TechLevel>(); }
public SupportPowerManager(ActorInitializer init) { self = init.self; devMode = init.self.Trait <DeveloperMode>(); init.world.ActorAdded += ActorAdded; init.world.ActorRemoved += ActorRemoved; }
public DebugFiringOffsets(Actor self) { armaments = Lazy.New(() => self.TraitsImplementing <Armament>()); var localPlayer = self.World.LocalPlayer; devMode = localPlayer != null?localPlayer.PlayerActor.Trait <DeveloperMode>() : null; }
void INotifyCreated.Created(Actor self) { developerMode = self.Owner.PlayerActor.Trait<DeveloperMode>(); techTree = self.Owner.PlayerActor.Trait<TechTree>(); productionTraits = self.TraitsImplementing<BuilderUnit>().ToArray(); CacheProducibles(self.Owner.PlayerActor); }
void Awake() { instance = this; board = GetComponent <GameBoard>(); legal = GetComponent <LegalMoves>(); devUI.SetActive(inDevMode); gameUI.SetActive(!inDevMode); }
public CombatDebugOverlay(Actor self) { armaments = Lazy.New(() => self.TraitsImplementing <Armament>()); health = Lazy.New(() => self.TraitOrDefault <Health>()); var localPlayer = self.World.LocalPlayer; devMode = localPlayer != null?localPlayer.PlayerActor.Trait <DeveloperMode>() : null; }
public Researches(ActorInitializer init, ResearchesInfo info) : base(info) { this.info = info; this.researchable = init.Self.TraitOrDefault <Researchable>(); this.developerMode = init.Self.Owner.PlayerActor.TraitOrDefault <DeveloperMode>(); this.playerResources = init.Self.Owner.PlayerActor.TraitOrDefault <PlayerResources>(); this.timeFactor = init.Self.World.WorldActor.TraitOrDefault <ResearchDuration>().Duration; }
public SupportPowerManager(ActorInitializer init) { self = init.self; DevMode = init.self.Trait <DeveloperMode>(); RadarPings = Exts.Lazy(() => init.world.WorldActor.TraitOrDefault <RadarPings>()); init.world.ActorAdded += ActorAdded; init.world.ActorRemoved += ActorRemoved; }
public CombatDebugOverlay(Actor self) { attack = Exts.Lazy(() => self.TraitOrDefault <AttackBase>()); coords = Exts.Lazy(() => self.Trait <IBodyOrientation>()); health = Exts.Lazy(() => self.TraitOrDefault <Health>()); var localPlayer = self.World.LocalPlayer; devMode = localPlayer != null?localPlayer.PlayerActor.Trait <DeveloperMode>() : null; }
public PowerManager(ActorInitializer init, PowerManagerInfo info) { Info = info; Player = init.self.Owner; init.world.ActorAdded += ActorAdded; init.world.ActorRemoved += ActorRemoved; devMode = init.self.Trait <DeveloperMode>(); wasHackEnabled = devMode.UnlimitedPower; }
public PowerManager(Actor self, PowerManagerInfo info) { this.self = self; this.info = info; self.World.ActorAdded += UpdateActor; self.World.ActorRemoved += RemoveActor; devMode = self.Trait <DeveloperMode>(); wasHackEnabled = devMode.UnlimitedPower; }
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info) { self = init.self; Info = info; playerResources = playerActor.Trait <PlayerResources>(); playerPower = playerActor.Trait <PowerManager>(); developerMode = playerActor.Trait <DeveloperMode>(); Race = init.Contains <RaceInit>() ? init.Get <RaceInit, string>() : self.Owner.Country.Race; Enabled = !info.Race.Any() || info.Race.Contains(Race); CacheProduceables(playerActor); }
void Awake() { localBest = PlayerPrefs.GetInt("localbest", 0); localBestUI.text = localBest + ""; worldBest = PlayerPrefs.GetInt("worldbest", localBest); worldBestUI.text = worldBest + ""; board = GetComponent <GameBoard>(); puzzles = GetComponent <PuzzleManager>(); legal = GetComponent <LegalMoves>(); ai = GetComponent <AI>(); cam = Camera.main; inGameMode = !DeveloperMode.InDevMode(); }
void Start() { if (DeveloperMode.InDevMode()) { legalMoves = GetComponent <LegalMoves>(); board = GetComponent <GameBoard>(); devMode = GetComponent <DeveloperMode>(); StreamReader reader = new StreamReader("Assets/Puzzles/PGN.txt"); CustomMethods.MeasureExecutionTime(false); pgn = reader.ReadToEnd(); CustomMethods.MeasureExecutionTime(true); reader.Close(); ReadPGN(pgn); } }
private void Save_Button_Click(object sender, EventArgs e) { Serializer.cfg.useExternalEditor = useExternalEditor.Checked; Serializer.cfg.enableSplash = EnableSplash.Checked; Serializer.cfg.disableUpdates = DisableUpdates_CB.Checked; Serializer.cfg.autoFormatJSON = AutoFormatJSON_CB.Checked; Serializer.cfg.UseDeveloperMode = UseDeveloperMode.Checked; CurrentProjectVariables.UseNKHook = UseNKH_CB.Checked; Serializer.SaveSettings(); ProjectHandler.SaveProject(); ConsoleHandler.append_CanRepeat("Settings saved!!!"); DeveloperMode.ControlDeveloperMode(); this.Close(); }
void ITick.Tick(Actor self) { if (Info.SummoningDecay) { decaycounter--; if (decaycounter <= 0 & Hassummoningcount > 0) { Hassummoningcount--; decaycounter = Info.DecayTime; } } if (Hassummoningcount >= Info.SummoningTime) { ReplaceSelf(self); } devMode = self.Owner.PlayerActor.TraitOrDefault <DeveloperMode>(); if (devMode != null && devMode.FastBuild) { ReplaceSelf(self); } if (!Info.Selfbuilds) { return; } if (Info.Selfbuilds) { if (selfBuildCounter-- <= 0) { selfBuildCounter = Info.SelfBuildDelay; if (self.Owner.PlayerActor.Trait <PlayerResources>().TakeCash(PayPerTick, true)) { Hassummoningcount += 1; var floattest = PayPerTick.ToString(); floattest = "- " + floattest + " Essence"; if (self.Owner.IsAlliedWith(self.World.RenderPlayer)) { self.World.AddFrameEndTask(w => w.Add(new FloatingTextBackwards(self.CenterPosition, self.Owner.Color.RGB, floattest, 30))); } } } } }
public RenderDebugState(Actor self, RenderDebugStateInfo info) { var buildingInfo = self.Info.TraitInfoOrDefault <BuildingInfo>(); var yOffset = buildingInfo == null ? 1 : buildingInfo.Dimensions.Y; offset = new WVec(0, 512 * yOffset, 0); this.self = self; color = GetColor(); font = Game.Renderer.Fonts[info.Font]; var localPlayer = self.World.LocalPlayer; devMode = localPlayer != null?localPlayer.PlayerActor.Trait <DeveloperMode>() : null; ai = self.Owner.PlayerActor.TraitsImplementing <HackyAI>().FirstOrDefault(x => x.IsEnabled); }
// //Initialize window // public Main() { InitializeComponent(); Serializer.LoadSettings(); toolbox = this; DeveloperMode.ControlDeveloperMode(); Startup(); Controls.OfType <MdiClient>().FirstOrDefault().BackColor = Color.FromArgb(15, 15, 15); this.BackgroundImageLayout = ImageLayout.Center; this.Resize += mainResize; this.KeyPreview = true; this.versionTag.BackColor = Color.FromArgb(15, 15, 15); this.versionTag.Text = version; this.DoubleBuffered = true; }
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { ClearQueue(); playerPower = newOwner.PlayerActor.Trait <PowerManager>(); playerResources = newOwner.PlayerActor.Trait <PlayerResources>(); developerMode = newOwner.PlayerActor.Trait <DeveloperMode>(); if (!Info.Sticky) { Race = self.Owner.Country.Race; Enabled = !Info.Race.Any() || Info.Race.Contains(Race); } // Regenerate the produceables and tech tree state oldOwner.PlayerActor.Trait <TechTree>().Remove(this); CacheProduceables(newOwner.PlayerActor); newOwner.PlayerActor.Trait <TechTree>().Update(); }
private void StartButton_Click(object sender, EventArgs e) { CountDown.Show(); pictureBox1.Hide(); pictureBox2.Hide(); DeveloperMode.Hide(); SubtitleDisplayBox.Show(); StartButton.Hide(); Pause.Show(); if (moreThanOne) { BackgroundWorker ReaderWorker = new BackgroundWorker(); ReaderWorker.DoWork += (send, param) => ReadInFromAssFile(openFileDialog1.FileName, openFileDialog2.FileName); ReaderWorker.RunWorkerAsync(); } else { BackgroundWorker ReaderWorker = new BackgroundWorker(); ReaderWorker.DoWork += (send, param) => ReadInFromAssFile(openFileDialog1.FileName, null); ReaderWorker.RunWorkerAsync(); } }
void Awake() { if (!DeveloperMode.InDevMode()) { /* * List<string> puzzlesList = new List<string>(); * //puzzles = new string[puzzleDifficultyCount][]; * //for (int i = 0; i < puzzleDifficultyCount; i ++) * //puzzlesList[i] = new List<string>(); * * StreamReader reader = new StreamReader("Assets/Puzzles/Puzzles.txt"); * while (reader.Peek() >= 0) { * string line = reader.ReadLine(); * puzzlesList.Add(line); * } * puzzles = CustomMethods.ShuffleArray<string>(puzzlesList.ToArray()); * * reader.Close(); */ puzzles = fenText.text.Split(new char[] { '\n' }, System.StringSplitOptions.RemoveEmptyEntries); puzzles = CustomMethods.ShuffleArray <string>(puzzles); } }
private void DeveloperMode_Click(object sender, EventArgs e) { Password.Show(); DeveloperMode.Hide(); }
void OnGUI() { if (developerModeScript == null) { developerModeScript = FindObjectOfType <DeveloperMode> (); } var style = new GUIStyle(GUI.skin.button); style.normal.textColor = Color.black; style.stretchWidth = true; style.alignment = TextAnchor.MiddleCenter; GUILayout.BeginVertical(); GUI.backgroundColor = new Color(1f, 1f, 1f, 1); // Grey background. // Toggle cheats. if (GUILayout.Button("Toggle cheats", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.ToggleCheatsCommand; UpdateCurrentCheatButtonLabel(); } if (GUILayout.Button(lastCheat, style)) { UpdateLastCheatButtonLabel(); DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.LastCheatName; } // Reset cheat string. if (GUILayout.Button("Clear cheat string", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.ClearCheatString(); UpdateCurrentCheatButtonLabel(); } GUILayout.Label("General cheats", EditorStyles.boldLabel); GUI.backgroundColor = new Color(1f, 0.9f, 0.0f, 1); // Yellow background. // Toggle God mode. if (GUILayout.Button("Toggle God mode", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.ToggleGodmodeCommand; UpdateCurrentCheatButtonLabel(); } GUI.backgroundColor = new Color(1.0f, 1.0f, 1.0f, 1); // White background. scrollPos = GUILayout.BeginScrollView( scrollPos, false, true, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true) ); GUI.backgroundColor = new Color(1.0f, 0.5f, 0.75f, 1); // Grey background. // Force game over. if (GUILayout.Button("Force game over", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.GameOverCommand; UpdateCurrentCheatButtonLabel(); } // Force start. if (GUILayout.Button("Force start", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.ForceStartCommand; UpdateCurrentCheatButtonLabel(); } // Force restart. if (GUILayout.Button("Force restart", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.ForceRestartCommand; UpdateCurrentCheatButtonLabel(); } // Add score. if (GUILayout.Button("Add 1,000,000 score", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.AddScoreCommand; UpdateCurrentCheatButtonLabel(); } // Add life. if (GUILayout.Button("Add 1 life", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.AddLifeCommand; UpdateCurrentCheatButtonLabel(); } // Lose life. if (GUILayout.Button("Lose 1 life", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.LoseLifeCommand; UpdateCurrentCheatButtonLabel(); } // Next wave. if (GUILayout.Button(nextwavelabel, style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.NextWaveCommand; UpdateCurrentCheatButtonLabel(); } // Previous wave. if (GUILayout.Button(previouswavelabel, style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.PreviousWaveCommand; UpdateCurrentCheatButtonLabel(); } // Do bonus round. if (GUILayout.Button(DoBonusRoundLabel, style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.DoBonusRoundCommand; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("Save cheats", EditorStyles.boldLabel); GUI.backgroundColor = new Color(0.0f, 0.8f, 1.0f, 1); // Dark grey background. // Save settings. if (GUILayout.Button("Save settings", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.SaveSettingsCommand; UpdateCurrentCheatButtonLabel(); } // Load settings. if (GUILayout.Button("Load settings", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.LoadSettingsCommand; UpdateCurrentCheatButtonLabel(); } // Set high quality settings. if (GUILayout.Button("High quality settings", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.SetQualitySettingsHigh; UpdateCurrentCheatButtonLabel(); } // Set low quality settings. if (GUILayout.Button("Low quality settings", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.SetQualitySettingsLow; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("General powerup cheats", EditorStyles.boldLabel); GUI.backgroundColor = new Color(0.5f, 0.75f, 1.0f, 1); // Pale blue background. // Reset powerup time. if (GUILayout.Button("Reset powerup time", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.PowerupTimeCommand; UpdateCurrentCheatButtonLabel(); } // Reset all powerups. if (GUILayout.Button("Reset all powerups", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.ResetAllPowerupsCommand; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("Shooting cheats", EditorStyles.boldLabel); // Standard shot. if (GUILayout.Button("Standard shot", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.StandardShotCommand; UpdateCurrentCheatButtonLabel(); } // Double shot. if (GUILayout.Button("Double shot", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.DoubleShotCommand; UpdateCurrentCheatButtonLabel(); } // Triple shot. if (GUILayout.Button("Triple shot", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.TripleShotCommand; UpdateCurrentCheatButtonLabel(); } // Ripple shot. if (GUILayout.Button("Ripple shot", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.RippleShotCommand; UpdateCurrentCheatButtonLabel(); } // Toggle overheat. if (GUILayout.Button("Toggle overheat", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.UseOverheatCommand; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("Other powerup cheats", EditorStyles.boldLabel); // Turret. if (GUILayout.Button("Add turret", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.TurretCommand; UpdateCurrentCheatButtonLabel(); } // Helix. if (GUILayout.Button("Helix", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.HelixCommand; UpdateCurrentCheatButtonLabel(); } // Slow time. if (GUILayout.Button("Slow time", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.SlowTimeCommand; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("Powerup modifier cheats", EditorStyles.boldLabel); GUI.backgroundColor = new Color(0.5f, 1f, 0.0f, 1); // Lime background. // Homing. if (GUILayout.Button("Homing", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.HomingCommand; UpdateCurrentCheatButtonLabel(); } GUI.backgroundColor = new Color(0.0f, 1f, 0.0f, 1); // Green background. // Ricochet. if (GUILayout.Button("Ricochet", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.RicochetCommand; UpdateCurrentCheatButtonLabel(); } GUI.backgroundColor = new Color(0.0f, 1.0f, 1.0f, 1); // Aqua background. // Rapidfire. if (GUILayout.Button("Rapidfire", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.RapidfireCommand; UpdateCurrentCheatButtonLabel(); } GUI.backgroundColor = new Color(0.75f, 0.4f, 0.75f, 1); // Purple background. // Overdrive. if (GUILayout.Button("Overdrive", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.OverdriveCommand; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("Ability cheats", EditorStyles.boldLabel); GUI.backgroundColor = new Color(0.75f, 0.9f, 1.0f, 1); // Pale blue background. // Charge ability. if (GUILayout.Button("Charge ability", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.ChargeAbilityCommand; UpdateCurrentCheatButtonLabel(); } // Refresh ability. if (GUILayout.Button("Refresh ability", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.RefreshAbilityCommand; UpdateCurrentCheatButtonLabel(); } // Shield ability. if (GUILayout.Button("Shield ability", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.ShieldCommand; UpdateCurrentCheatButtonLabel(); } // Emp ability. if (GUILayout.Button("EMP ability", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.EmpCommand; UpdateCurrentCheatButtonLabel(); } // Vertical beam ability. if (GUILayout.Button("Vertical beam ability", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.VerticalBeamCommand; UpdateCurrentCheatButtonLabel(); } // Horizontal beam ability. if (GUILayout.Button("Horizontal beam ability", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.HorizontalBeamCommand; UpdateCurrentCheatButtonLabel(); } // Rewind time ability. if (GUILayout.Button("Rewind time ability", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.RewindCommand; UpdateCurrentCheatButtonLabel(); } // Mirror player ability. if (GUILayout.Button("Mirror player ability", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.MirrorPlayerCommand; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("Audio cheats", EditorStyles.boldLabel); GUI.backgroundColor = new Color(1.0f, 0.75f, 0.0f, 1); // Orange background. // Next track. if (GUILayout.Button("Next soundtrack", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.NextTrackCommand; UpdateCurrentCheatButtonLabel(); } // Previous track. if (GUILayout.Button("Previous soundtrack", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.PreviousTrackCommand; UpdateCurrentCheatButtonLabel(); } // Next track. if (GUILayout.Button("Random soundtrack", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.RandomTrackCommand; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("Spawn cheats", EditorStyles.boldLabel); GUI.backgroundColor = new Color(0.9f, 1f, 0.9f, 1); // Pale green background. // Spawn a block. if (GUILayout.Button("Spawn block prefab", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.SpawnBlockCommand; UpdateCurrentCheatButtonLabel(); } // Spawn a powerup. if (GUILayout.Button("Spawn powerup prefab", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.SpawnPowerupPickupCommand; UpdateCurrentCheatButtonLabel(); } // Spawn a boss. if (GUILayout.Button("Spawn mini boss prefab", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.SpawnMiniBossCommand; UpdateCurrentCheatButtonLabel(); } GUILayout.Label("Framerate cheats", EditorStyles.boldLabel); GUI.backgroundColor = new Color(0.75f, 0.75f, 0.75f, 1); // Dark grey background. // FPS unlock. if (GUILayout.Button("Unlock framerate", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.FpsUnlockCommand; UpdateCurrentCheatButtonLabel(); } // FPS 20. if (GUILayout.Button("FPS limit = 20", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.Fps20Command; UpdateCurrentCheatButtonLabel(); } // FPS 30. if (GUILayout.Button("FPS limit = 30", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.Fps30Command; UpdateCurrentCheatButtonLabel(); } // FPS 60. if (GUILayout.Button("FPS limit = 60", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.Fps60Command; UpdateCurrentCheatButtonLabel(); } // FPS 90. if (GUILayout.Button("FPS limit = 90", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.Fps90Command; UpdateCurrentCheatButtonLabel(); } // FPS 120. if (GUILayout.Button("FPS limit = 120", style)) { DeveloperMode.Instance.ResetCheatStringTimer(); DeveloperMode.Instance.CheatString = DeveloperMode.Instance.Fps120Command; UpdateCurrentCheatButtonLabel(); } GUILayout.EndScrollView(); GUILayout.EndVertical(); }