//public IEnumerator ProjectileMultihit(Transform target,float dmg,bool headshot, UnityAction dmgScript, int invcationCount ) //{ // for (int i = 0; i < invcationCount; i++) // { // yield return null; // dmgScript.Invoke(); // ModdedPlayer.instance.DoAreaDamage(target.root, dmg); // ModdedPlayer.instance.OnHit(); // ModdedPlayer.instance.OnHit_Ranged(target); // } //} public IEnumerator AsyncSendRandomItemDrops(int count, EnemyProgression.Enemy type, long bounty, ModSettings.Difficulty difficulty, Vector3 position) { for (int i = 0; i < count; i++) { yield return(null); yield return(null); Network.NetworkManager.SendItemDrop(ItemDataBase.GetRandomItem(bounty, type, difficulty), position + Vector3.up * (2f + i / 4) + Random.Range(-1, 1) * Vector3.forward + Random.Range(-1, 1) * Vector3.right, ItemPickUp.DropSource.EnemyOnDeath); } }
public IEnumerator AsyncSendRandomItemDrops(int count, EnemyProgression.Enemy type, long bounty, Vector3 position) { for (int i = 0; i < count; i++) { yield return(null); yield return(null); yield return(null); yield return(null); yield return(null); Network.NetworkManager.SendItemDrop(ItemDataBase.GetRandomItem(bounty, type), position + Vector3.up * (2f + i / 4)); } }
public void DropSettings_OnlyCannibals() { lootTable = EnemyProgression.Enemy.NormalMale | EnemyProgression.Enemy.NormalLeaderMale | EnemyProgression.Enemy.NormalFemale | EnemyProgression.Enemy.NormalSkinnyMale | EnemyProgression.Enemy.NormalSkinnyFemale | EnemyProgression.Enemy.PaleMale | EnemyProgression.Enemy.PaleSkinnyMale | EnemyProgression.Enemy.PaleSkinnedMale | EnemyProgression.Enemy.PaleSkinnedSkinnyMale | EnemyProgression.Enemy.PaintedMale | EnemyProgression.Enemy.PaintedLeaderMale | EnemyProgression.Enemy.PaintedFemale | EnemyProgression.Enemy.Fireman; }
public void DropSettings_OnlyCreepy() { lootTable = EnemyProgression.Enemy.RegularArmsy | EnemyProgression.Enemy.PaleArmsy | EnemyProgression.Enemy.RegularVags | EnemyProgression.Enemy.PaleVags | EnemyProgression.Enemy.Cowman | EnemyProgression.Enemy.Baby | EnemyProgression.Enemy.Girl | EnemyProgression.Enemy.Worm | EnemyProgression.Enemy.Megan; }
public void DropSettings_OnlyMegan() { lootTable = EnemyProgression.Enemy.Megan; }
public void DropSettings_OnlyBaby() { lootTable = EnemyProgression.Enemy.Baby; }
public void DropSettings_OnlyCow() { lootTable = EnemyProgression.Enemy.Cowman; }
public void DropSettings_OnlyVags() { lootTable = EnemyProgression.Enemy.PaleVags | EnemyProgression.Enemy.RegularVags; }
//Sets the item to drop from only a specyfic group of enemies public void DropSettings_OnlyArmsy() { lootTable = EnemyProgression.Enemy.RegularArmsy | EnemyProgression.Enemy.PaleArmsy; }
/// <summary> /// set to this by default /// </summary> private void LootsFromAssignDefault() { //Lootable from everything lootTable = (EnemyProgression.Enemy) 0b1111111111111111111111; }
public static void SendRandomItemDrops(int count, EnemyProgression.Enemy type, long bounty, Vector3 position) { instance.StartCoroutine(Player.RCoroutines.i.AsyncSendRandomItemDrops(count, type, bounty, position)); }