public static void UninstallSelected(ModInfo mod, bool refresh = true, bool checkForMatchingCRC = false) { foreach (var file in mod.archiveFiles) { if (!file.isDir && file.belongingNode.Checked) { if (File.Exists(file.installedPath)) { if (checkForMatchingCRC) { uint fileCRC = file.GetInstalledCRC(); if (file.crc != fileCRC) { goto finish; } } RecycleManager.DeleteNoWarn(file.installedPath); file.installedCRC = 0; } finish: file.installed = false; } } if (refresh) { MainForm.SaveData(); MainForm.RefreshListView(); MainForm.RefreshTreeView(); } }
private static void CreateAt(string name, GameObject prefab, Vector3 position, Vector3 normal, bool flipFacing = false) { GameObject temp; if (!RecycleManager.TryGetItem(name, out temp)) { temp = Instantiate(prefab); temp.name = name + "[Recyclable]"; } temp.transform.position = position + (normal.normalized * offset); temp.transform.forward = flipFacing ? -normal : normal; }
private void deleteModArchiveWithoutUninstallingToolStripMenuItem_Click(object sender, EventArgs e) { ModInfo selMod = GetSelectedMod(); if (!selMod) { return; } if (File.Exists(selMod.modPath)) { RecycleManager.DeleteNoWarn(selMod.modPath); } modsData.modInfos.Remove(selMod); RefreshListView(); }
public void AnimationShoot(int amount) { Vector3 fireDirection = lastTargetPosition - muzzlePointTransform.position; fireDirection += transform.right * Random.Range(-accuracy, accuracy); fireDirection += transform.up * Random.Range(-accuracy, accuracy); equippedGun.Fire(muzzlePointTransform.position, fireDirection, audioSource); Debug.DrawRay(muzzlePointTransform.position, fireDirection, Color.red, 2f); GameObject trail; //Creates a bullet train to add better visuals for where the AI is shooting if (!RecycleManager.TryGetItem("BulletTrail", out trail)) { trail = Instantiate(fireLinePrefab); } trail.GetComponent <BulletTrail>().Init(muzzlePointTransform.position, fireDirection); }
public virtual void Recycle() { active = false; RecycleManager.Recycle <TimedRecycle>(gameObject); }
public override void Recycle() { active = false; RecycleManager.Recycle(name, gameObject); }