void FixedUpdate() { bool _isFiring = Input.GetMouseButton(0); Turbin.Rotate(new Vector3(0, 0, -90) * Time.deltaTime); Revolver.Rotate(new Vector3(0, 0, 90) * Time.deltaTime); // Turbin.localRotation = Quaternion.Euler(0f, 0f, 25f); if (_isFiring) { //gunAudio.Pause(); playerScript.SetHeating(); if (Input.GetMouseButton(0)) { RotationSpeed = RotationSpeed + incrementalIncrease; RotationSpeed = Mathf.Clamp(RotationSpeed, 0f, 25f); //Turbin.Rotate(Vector3.back * RotationSpeed); Turbin.localRotation = Quaternion.Euler(Vector3.back - new Vector3(0, 0, RotationSpeed * RotationSpeed) * Time.time); Revolver.localRotation = Quaternion.Euler(Vector3.back + new Vector3(0, 0, RotationSpeed * RotationSpeed) * Time.time); if (Time.time > nextFire) { nextFire = Time.time + fireRate; Instantiate(Beam, transform.position, transform.rotation); gunAudio.Play(); } } } else { playerScript.SetCooling(); } }
private Weapon RandWeapon() { Weapon weapon; int rand = UnityEngine.Random.Range(1, 40); if (rand < 10) { weapon = new Revolver(); } else if (rand < 20) { weapon = new Shotgun(); } else if (rand < 30) { weapon = new Riffle(); } else { weapon = new Revolver(); } return(weapon); }
static bool RevolverPatch_LightPrimerStrike(Revolver __instance) { if (CalcLightPrimerStrikeFail(__instance)) { return(true); } return(false); }
public static Item RegisterGermanLanaguage(Revolver.Core.Context context) { using (new SecurityDisabler()) { var languageRoot = context.CurrentDatabase.GetItem(ItemIDs.LanguageRoot); return TestUtil.CreateContentFromFile("TestResources\\German Language.xml", languageRoot); } }
public void OnShot(Revolver revolver) { if (this.gameObject.name == "CameraFollower") { return; } playerDeathHandler.KillPlayer("death_gunsuicide"); }
private void OnDestroy() { BulletTrail.transform.parent = null; BulletTrail.autodestruct = true; BulletTrail = null; BulletRigidbody = null; GanielRevolver = null; Target = null; }
void Start() { isWeapon[0] = true; weapons[0] = new Revolver(); weaponSlotImage[0].sprite = Resources.Load <Sprite>(weapons[0].name); isWeapon[1] = false; weapons[1] = null; weaponSlot[1].SetActive(false); }
// 5 shots * 10 dmg / 3.5 s reload ~ 15 DPS public override Gun spawn(float rarity) { Revolver r = new Revolver(); r.capacity = 5 + (int)UnityEngine.Random.Range(0f, (rarity * 5)); //up to 4 extra bullets r.range = 10 + (int)UnityEngine.Random.Range(0f, rarity * 5); // Chance of extended range if high crit chance. r.reloadtime = (int)(r.capacity * 0.7f); r.crit_chance = rarity / 20f; // Worst gun never crits, best gun crits 5% return(r); }
public void OnShot(Revolver revolver) { if (bSwitchIsOn) { ownedLights.bIsOn = true; ownedLights.ToggleLights(); } Destroy(transform.gameObject); Destroy(this); }
public void ChangeWeaponOutInventory() { var world = new World(11, 11); var player = new Character(new Stats(8, 5, 10), world, true) { Position = new Point(0, 0) }; var revolver = new Revolver(); player.ChangeWeapon(revolver); Assert.AreNotEqual(player.CurrentWeapon, revolver); }
public void Setup() { projectile = Resources.Load <GameObject>("Projectile"); player = Resources.Load <GameObject>("Player"); enemy = Resources.Load <GameObject>("Enemy"); instanciatedPlayer = GameObject.Instantiate(player); instanciatedPlayer.transform.position = playerPos; revolver = instanciatedPlayer.GetComponentInChildren <Revolver>(); instanciatedEnemy = GameObject.Instantiate(enemy); instanciatedEnemy.transform.position = enemyPos; Time.timeScale = 20; }
static void RevolverFixPatch_FailureToExtract(Revolver __instance) { float z = __instance.transform.InverseTransformDirection(__instance.m_hand.Input.VelLinearWorld).z; if (z > 0f) { for (int i = 0; i < __instance.Chambers.Length; i++) { __instance.Chambers[i].RotationInterpSpeed = 1; } } }
public void AttackOutOfRangeRevolver() { var world = new World(11, 11); var player = new Character(new Stats(8, 5, 10), world, true) { Position = new Point(0, 0) }; var target = new Character(new Stats(8, 5, 10), world) { Position = new Point(9, 9) }; var revolver = new Revolver(); player.PickUpItem(revolver); player.ChangeWeapon(revolver); player.Attack(target); Assert.AreEqual(target.Statistics.HealthPoint, target.CurrentHealthPoint); }
public void PickUpItemsCheckCount() { var world = new World(11, 11); var item = new Revolver(); var player = new Character(new Stats(3, 3, 3), world) { Position = new Point(0, 0) }; world.PlaceItem(item, player.Position); player.PickUpItem(item); world.PlaceItem(item, new Point(1, 0)); player.Move(new Point(1, 0)); player.PickUpItem(item); world.PlaceItem(item, new Point(2, 0)); player.Move(new Point(2, 0)); player.PickUpItem(item); Assert.AreEqual(3, player.Inventory[1].Count); }
public void addGuns() { for (int i = 0; i != ((dim_ * dim_) / 1000); ++i) { Gun g = null; switch (Random.Range(0, 4)) { case 0: g = new Musket().spawn(0); break; case 1: g = new Revolver().spawn(0); break; case 2: g = new M1911().spawn(0); break; case 3: g = new ShortyShotgun().spawn(0); break; } tiles_[Random.Range(0, dim_), Random.Range(0, dim_)] = new GroundGun(g); } }
public void AttackCheckEnemyListBeingAttacked() { var world = new World(11, 11); var player = new Character(new Stats(8, 5, 10), world, true) { Position = new Point(0, 0) }; var target = new Character(new Stats(8, 5, 10), world) { Position = new Point(0, 1) }; var revolver = new Revolver(); world.PlaceItem(revolver, player.Position); player.PickUpItem(revolver); player.ChangeWeapon(revolver); player.Reload(); player.Attack(target); Assert.AreEqual(player, target.Enemies[0]); }
public void AttackWithRevolverRightDamage() { var world = new World(11, 11); var player = new Character(new Stats(8, 5, 10), world, true) { Position = new Point(0, 0) }; var target = new Character(new Stats(8, 5, 10), world) { Position = new Point(0, 1) }; var revolver = new Revolver(); world.PlaceItem(revolver, player.Position); player.PickUpItem(revolver); player.ChangeWeapon(revolver); player.Reload(); player.Attack(target); Assert.AreEqual(140, target.CurrentHealthPoint); }
// Update is called once per frame void Update() { PlayerCollider other = player.GetComponent <PlayerCollider> (); selected = other.getWeaponIndex(); if (selected == 0 && magazineComplete) { Revolver rev = weapons [0].GetComponent <Revolver>(); magazine = rev.getMagazine(); bullets.fillAmount = (magazine * 0.0625f); } else if (selected == 1 && magazineComplete) { Shotgun other2 = weapons [1].GetComponent <Shotgun>(); magazine = other2.getMagazine(); bullets.fillAmount = (magazine * 0.0625f); remainingBullets = other2.getAmmo(); } }
public static void Main(string[] args) { //IWeapon revolver = new Revolver() or ; Revolver revolver = new Revolver(); Player player1 = new Player(revolver, "Zed"); player1.Action(); Console.WriteLine(); Player player2 = new Player(revolver, "Jix"); player2.Action(); Console.WriteLine(); Sword sword = new Sword(); Player player3 = new Player(sword, "Soraka"); player3.Action(); Console.ReadKey(); }
public void Start() { rev = Revolver.revolver; MaintainHomeostasis(); }
public void OnShot(Revolver revolver) { BreakLock(); }
/// <summary> /// Perists the Revolver context to disk /// </summary> /// <param name="id">The ID of the session</param> /// <param name="context">The context to persist</param> protected virtual void PersistRevolverContext(string id, Revolver.Core.Context context) { var path = GetContextPersistanceDirectory(); if (!Directory.Exists(path)) Directory.CreateDirectory(path); var fullPath = Path.Combine(path, id.ToString()); fullPath = Path.ChangeExtension(fullPath, ".session"); using (var stream = File.OpenWrite(fullPath)) { var formatter = new BinaryFormatter(); formatter.Serialize(stream, context); } }
protected override void InitializeVisualMembers() { base.InitializeVisualMembers(); _revolver = gameObject.GetComponentInChildren<Revolver>(); _revolver.enabled = true; //TODO Revolver settings and distance controls, Revolvers control their own enabled state based on visibility }
public void LoadContent(ContentManager Content) { // load content for items // JUST FOR TESTING// willbe given items from loadout in full game. defaultItems[0] = new Cane(Content.Load<Texture2D>("LoadOut/cane_icon")); defaultItems[1] = new Revolver(Content.Load<Texture2D>("LoadOut/revolver_icon")); defaultItems[2] = new Bowler_Hat(Content.Load<Texture2D>("LoadOut/bowlerhat_icon")); defaultItems[3] = new Cape(Content.Load<Texture2D>("LoadOut/cape_icon")); // Load sounds! soundEffects.Add("Block", Content.Load<SoundEffect>("Sounds/Block")); soundEffects.Add("Hit", Content.Load<SoundEffect>("Sounds/BowlerHat_Hit")); soundEffects.Add("BowlerThrow", Content.Load<SoundEffect>("Sounds/BowlerHat_Throw")); soundEffects.Add("RevolverHit", Content.Load<SoundEffect>("Sounds/Bullet_Hit")); soundEffects.Add("CaneHit", Content.Load<SoundEffect>("Sounds/Cane_Hit")); soundEffects.Add("Cape", Content.Load<SoundEffect>("Sounds/Cape")); soundEffects.Add("Jump", Content.Load<SoundEffect>("Sounds/Jump")); soundEffects.Add("RevolverShoot", Content.Load<SoundEffect>("Sounds/Revolver_Fire")); soundEffects.Add("Footstep", Content.Load<SoundEffect>("Sounds/FootStep")); soundEffects.Add("CapeTug", Content.Load<SoundEffect>("Sounds/CapeTug")); soundEffects.Add("CaneWindUp", Content.Load<SoundEffect>("Sounds/CaneWindUp")); soundEffects.Add("GunClick", Content.Load<SoundEffect>("Sounds/Gun_Click")); soundEffects.Add("KnockedDown", Content.Load<SoundEffect>("Sounds/KnockedDown")); soundEffects.Add("CapeDraw", Content.Load<SoundEffect>("Sounds/CapeDraw")); //Change to using a text file!! // Create animation library to pass to players. animKeys = new string[] { "Idle", "Walk", "Run", "Jump", "Land", "Punch", "PunchHit", "Dodge", "Block", "Down", "Duck", "CaneBonk", "CaneHit", "CanePull", "CaneBalance", "RevolverShoot", "RevolverHit", "RevolverReload", "BowlerThrow", "BowlerCatch", "BowlerRethrow", "Cape", "CapeStuck"}; #region set frame width animFrameWidths = new int[] { 15, 12, 27, 20, 18, 37, 34, 17, 15, 43, 16, 54, 19, 76, 28, 56, 15, 56, 34, 37, 34, 54, 54 }; // frame widths int wBowlerHat = 6; #endregion #region set frame times animFrameTimes = new float[] { 0.1f, 0.1f, 0.05f, 0.1f, 0.1f, 0.09f, 0.1f, 0.05f, 0.1f, 0.08f, 0.08f, 0.07f, // cane bonk 0.08f, // cane hit 0.07f, // cane pull 0.1f, // cane balance 0.08f, // Revolver shoot 0.05f, // Revolver hit 0.08f, // Revovler reload 0.07f, // Bowler hat 0.05f, // Bowler catch 0.07f, // bowler re throws 0.06f, // cape 0.07f // cape stuck }; #endregion #region load textures /*// Load textures Texture2D idle = Content.Load<Texture2D>("Boxing/Player_Idle_Side"); Texture2D walk = Content.Load<Texture2D>("Boxing/Player_Walking_Side"); Texture2D run = Content.Load<Texture2D>("Boxing/Player_Running_Side"); Texture2D jump = Content.Load<Texture2D>("Boxing/Player_Jump"); Texture2D land = Content.Load<Texture2D>("Boxing/Player_Land"); Texture2D punch = Content.Load<Texture2D>("Boxing/Player_Punch"); Texture2D punchHit = Content.Load<Texture2D>("Boxing/Player_Punch_Hit"); Texture2D dodge = Content.Load<Texture2D>("Boxing/Player_Dodge"); Texture2D block = Content.Load<Texture2D>("Boxing/Player_Block"); Texture2D down = Content.Load<Texture2D>("Boxing/Player_Knocked_Down"); Texture2D duck = Content.Load<Texture2D>("Boxing/Player_Duck"); // player item use textures Texture2D caneBonk = Content.Load<Texture2D>("BoxingItems/Player_Cane"); Texture2D caneHit = Content.Load<Texture2D>("BoxingItems/Player_Cane_Hit"); Texture2D canePull = Content.Load<Texture2D>("BoxingItems/Player_Cane_Pull"); Texture2D caneBalance = Content.Load<Texture2D>("BoxingItems/Player_Cane_Balance"); Texture2D revolverShoot = Content.Load<Texture2D>("BoxingItems/Player_Revolver"); Texture2D revolverHit = Content.Load<Texture2D>("BoxingItems/Player_Revolver_Hit"); Texture2D revolverReload = Content.Load<Texture2D>("BoxingItems/Player_Revolver_Reload"); Texture2D bowlerThrow = Content.Load<Texture2D>("BoxingItems/Player_BowlerHat"); Texture2D bowlerCatch = Content.Load<Texture2D>("BoxingItems/Player_BowlerHat_Catch"); Texture2D bowlerReThrow = Content.Load<Texture2D>("BoxingItems/Player_BowlerHat_ReThrow"); */ #endregion #region initialize animations animLooping = new bool[] { true, true, true, false, true, false, true, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false }; Texture2D bowlerHat = Content.Load<Texture2D>("BoxingItems/BowlerHat_Instance"); // Initialize animations; /*animations.Add("Idle", new Animation(idle, fIdle, true, wIdle)); animations.Add("Walk", new Animation(walk, fWalk, true, wWalk)); animations.Add("Run", new Animation(run, fRun, true, wRun)); animations.Add("Jump", new Animation(jump, fJump, false, wJump)); animations.Add("Land", new Animation(land, fLand, true, wLand)); animations.Add("Punch", new Animation(punch, fPunch, false, wPunch)); animations.Add("PunchHit", new Animation(punchHit, fPunchHit, true, wPunchHit)); animations.Add("Dodge", new Animation(dodge, fDodge, true, wDodge)); animations.Add("Block", new Animation(block, fBlock, true, wBlock)); animations.Add("Down", new Animation(down, fDown, false, wDown)); animations.Add("Duck", new Animation(duck, fDuck, false, wDuck)); animations.Add("RevolverShoot", new Animation(revolverShoot, fRevolverShoot, false, wRevolverShoot)); animations.Add("RevolverHit", new Animation(revolverHit, fRevolverHit, false, wRevolverHit)); animations.Add("RevolverReload", new Animation(revolverReload, fRevolverReload, false, wRevolverReload)); animations.Add("bowlerThrow", new Animation(bowlerThrow, fBowlerThrow, false, wBowlerThrow)); animations.Add("bowlerCatch", new Animation(bowlerCatch, fBowlerCatch, false, wBowlerCatch)); animations.Add("bowlerReThrow", new Animation(bowlerReThrow, fBowlerReThrow, false, wBowlerReThrow)); */ // item animations itemAnims.Add("bowlerHat", new Animation(bowlerHat, 1f, true, wBowlerHat)); // Template textures to be used when re-coloring them animTextureTemplates = new Texture2D[] { Content.Load<Texture2D>("Boxing/Player_Idle_Side"), Content.Load<Texture2D>("Boxing/Player_Walking_Side"), Content.Load<Texture2D>("Boxing/Player_Running_Side"), Content.Load<Texture2D>("Boxing/Player_Jump"), Content.Load<Texture2D>("Boxing/Player_Land"), Content.Load<Texture2D>("Boxing/Player_Punch"), Content.Load<Texture2D>("Boxing/Player_Punch_Hit"), Content.Load<Texture2D>("Boxing/Player_Dodge"), Content.Load<Texture2D>("Boxing/Player_Block"), Content.Load<Texture2D>("Boxing/Player_Knocked_Down"), Content.Load<Texture2D>("Boxing/Player_Duck"), Content.Load<Texture2D>("BoxingItems/Player_Cane"), Content.Load<Texture2D>("BoxingItems/Player_Cane_Hit"), Content.Load<Texture2D>("BoxingItems/Player_Cane_Pull"), Content.Load<Texture2D>("BoxingItems/Player_Cane_Balance"), Content.Load<Texture2D>("BoxingItems/Player_Revolver"), Content.Load<Texture2D>("BoxingItems/Player_Revolver_Hit"), Content.Load<Texture2D>("BoxingItems/Player_Revolver_Reload"), Content.Load<Texture2D>("BoxingItems/Player_BowlerHat"), Content.Load<Texture2D>("BoxingItems/Player_BowlerHat_Catch"), Content.Load<Texture2D>("BoxingItems/Player_BowlerHat_ReThrow"), Content.Load<Texture2D>("BoxingItems/Player_Cape"), Content.Load<Texture2D>("BoxingItems/Player_Cape_Stuck") }; #endregion // Initialize bitmaps bitmaps.Add("Punch", new BitMap(Content.Load<Texture2D>("Boxing/Bitmaps/Player_Punch_Bitmap"))); // item animations bitmaps.Add("CaneBonk", new BitMap(Content.Load<Texture2D>("Boxing/Bitmaps/Player_Cane_Bitmap"))); bitmaps.Add("CanePull", new BitMap(Content.Load<Texture2D>("Boxing/Bitmaps/Player_Cane_Pull_Bitmap"))); }
public void OnShot(Revolver revolver) { TriggerAlarm(); }
public void OnShot(Revolver revolver) { this.OnControllerEnter(null); }
public void OnShot(Revolver revolver) { TimerTimeOut(); }
public void OnShot(Revolver revolver) { ScanSuccess(null); }
public static bool IsGermanRegistered(Revolver.Core.Context context) { return (from l in context.CurrentDatabase.Languages where l.Name == "de" select l).Any(); }
public void RefreshObjectControls(FVRPhysicalObject obj) { if (Object != null) { CleanupHeldObject(); } Object = obj; m_columnStarts = new int[] { 0, 0, 0 }; if (Object != null) { if (Panel != null && Panel.PageNameText != null && Object.ObjectWrapper != null) { Panel.PageNameText.text = PageTitle + " - " + Object.ObjectWrapper.DisplayName; } m_columnStarts[0] = AddObjectControls(Columns[0], m_columnStarts[0], Object, new string[] { "SpawnLockable", "Harnessable", "Size", "QBSlotType", "ThrowVelMultiplier", "ThrowAngMultiplier", "UsesGravity", "DoesQuickbeltSlotFollowHead", "DistantGrabbable", "IsPickUpLocked", "UseGripRotInterp" }); m_columnStarts[0] = AddObjectControls(Columns[0], m_columnStarts[0], Object, new string[] { "ToggleKinematicLocked" }, null, null, new bool[] { true }); if (Object.GetComponentInChildren <FVRFireArmMagazine>() != null) { m_columnStarts[2] = AddObjectControls(Columns[2], m_columnStarts[2], Object.GetComponentInChildren <FVRFireArmMagazine>(), new string[] { "m_capacity", "IsInfinite", "MagazineType", "RoundType", "FuelAmountLeft", "CanManuallyEjectRounds" }); } if (Object.GetComponentInChildren <FVRFireArmClip>() != null) { m_columnStarts[2] = AddObjectControls(Columns[2], m_columnStarts[2], Object.GetComponentInChildren <FVRFireArmClip>(), new string[] { "m_capacity", "IsInfinite", "ClipType", "RoundType", "CanManuallyEjectRounds" }); } #if !UNITY_EDITOR && !UNITY_STANDALONE if (Object.GetComponent <FVRFireArm>() != null) { m_columnStarts[0] = AddObjectControls(Columns[0], m_columnStarts[0] + 1, Object.GetComponent <FVRFireArm>(), new string[] { "MagazineType", "ClipType", "RoundType" }); if (m_curChamber == null) { TryToGetCurrentChamber(); } if (AccessTools.Field(Object.GetType(), "Chamber") != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetType().GetField("Chamber").GetValue(Object), new string[] { "RoundType", "ChamberVelocityMultiplier", "IsManuallyExtractable" }); } else if (AccessTools.Field(Object.GetType(), "m_curChamber") != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], m_curChamber, new string[] { "RoundType", "ChamberVelocityMultiplier", "IsManuallyExtractable" }, null, new bool[] { true, true, true }); } if (Object.GetComponent <Handgun>() != null) { Handgun handgun = Object.GetComponent <Handgun>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, handgun, new string[] { "HasManualDecocker", "HasMagReleaseInput", "CanPhysicsSlideRack" }); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, handgun.Slide, new string[] { "Speed_Forward", "Speed_Rearward", "Speed_Held", "SpringStiffness", "HasLastRoundSlideHoldOpen" }); AddObjectControls(Columns[2], 14, handgun.FireSelectorModes[handgun.FireSelectorModeIndex], new string[] { "ModeType", "BurstAmount" }); } else if (Object.GetComponent <OpenBoltReceiver>() != null) { OpenBoltReceiver obr = Object.GetComponent <OpenBoltReceiver>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, obr, new string[] { "HasMagReleaseButton" }); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, obr.Bolt, new string[] { "BoltSpeed_Forward", "BoltSpeed_Rearward", "BoltSpeed_Held", "BoltSpringStiffness", "HasLastRoundBoltHoldOpen", "BoltRot_Standard", "BoltRot_Safe", "BoltRot_SlipDistance" }); AddObjectControls(Columns[2], 14, obr.FireSelector_Modes[obr.FireSelectorModeIndex], new string[] { "ModeType" }); AddObjectControls(Columns[2], 15, obr, new string[] { "SuperBurstAmount" }); } else if (Object.GetComponent <ClosedBoltWeapon>() != null) { ClosedBoltWeapon cbw = Object.GetComponent <ClosedBoltWeapon>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, cbw, new string[] { "EjectsMagazineOnEmpty", "BoltLocksWhenNoMagazineFound", "DoesClipEntryRequireBoltBack", "HasMagReleaseButton" }); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, cbw.Bolt, new string[] { "Speed_Forward", "Speed_Rearward", "Speed_Held", "SpringStiffness", "HasLastRoundBoltHoldOpen", "UsesAKSafetyLock", "DoesClipHoldBoltOpen" }); AddObjectControls(Columns[2], 14, cbw.FireSelector_Modes[cbw.FireSelectorModeIndex], new string[] { "ModeType", "BurstAmount" }); } else if (Object.GetComponent <BreakActionWeapon>() != null) { BreakActionWeapon baw = Object.GetComponent <BreakActionWeapon>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], baw, new string[] { "m_isLatched", "UsesManuallyCockedHammers", "FireAllBarrels", "PopOutEmpties" }); for (int i = 0; i < baw.Barrels.Length; i++) { m_columnStarts[2] = AddObjectControls(Columns[2], m_columnStarts[2], baw.Barrels[i].Chamber, new string[] { "RoundType", "ChamberVelocityMultiplier", "SpreadRangeModifier" }); } } else if (Object.GetComponent <TubeFedShotgun>() != null) { TubeFedShotgun tfs = Object.GetComponent <TubeFedShotgun>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, tfs, new string[] { "m_isHammerCocked", "UsesSlamFireTrigger", "CanModeSwitch" }); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, tfs.Bolt, new string[] { "Speed_Forward", "Speed_Rearward", "Speed_Held", "SpringStiffness", "HasLastRoundBoltHoldOpen" }); if (tfs.Handle != null) { m_columnStarts[2] = AddObjectControls(Columns[2], m_columnStarts[2] + 1, tfs.Handle, new string[] { "Speed_Held", "m_isHandleLocked" }); } } else if (Object.GetComponent <Flaregun>() != null) { Flaregun flaregun = Object.GetComponent <Flaregun>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, flaregun, new string[] { "HingeAxis", "RotOut", "CanUnlatch", "IsHighPressureTolerant", "m_isHammerCocked", "m_isDestroyed", "CocksOnOpen" }); } else if (Object.GetComponent <SimpleLauncher>() != null) { SimpleLauncher sl = Object.GetComponent <SimpleLauncher>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, sl, new string[] { "HasTrigger", "AlsoPlaysSuppressedSound", "DeletesCartridgeOnFire", "FireOnCol", "ColThresh" }); } else if (Object.GetComponent <BoltActionRifle>() != null) { BoltActionRifle bar = Object.GetComponent <BoltActionRifle>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, bar, new string[] { "HasMagEjectionButton", "m_isHammerCocked", "EjectsMagazineOnEmpty", "HasMagEjectionButton" }); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, bar.BoltHandle, new string[] { "UsesQuickRelease", "BaseRotOffset", "MinRot", "MaxRot", "UnlockThreshold" }); } else if (Object.GetComponent <Revolver>() != null) { Revolver revolver = Object.GetComponent <Revolver>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, revolver, new string[] { "CanManuallyCockHammer", "m_isHammerLocked", "m_isCylinderArmLocked", "CylinderRotRange", "IsCylinderArmZ", "GravityRotsCylinderPositive" }); } else if (Object.GetComponent <LAPD2019>() != null) { LAPD2019 lapd = Object.GetComponent <LAPD2019>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1] + 1, lapd, new string[] { "m_isCylinderArmLocked", "CylinderRotRange", "GravityRotsCylinderPositive", "m_isAutoChargeEnabled", "m_hasBattery", "m_batteryCharge", "m_hasThermalClip", "m_heatThermalClip", "m_heatSystem", "m_barrelHeatDamage" }); m_columnStarts[2] = AddObjectControls(Columns[2], m_columnStarts[2], lapd.BoltHandle, new string[] { "UsesQuickRelease", "BaseRotOffset", "MinRot", "MaxRot", "UnlockThreshold" }); } m_curChamberIndex = 0; } else if (Object.GetComponent <FVRFireArmRound>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <FVRFireArmRound>(), new string[] { "RoundType", "RoundClass", "IsHighPressure", "NumProjectiles", "ProjectileSpread", "IsDestroyedAfterCounter", "m_isKillCounting", "isCookingOff", "isManuallyChamberable", "IsCaseless", "isMagazineLoadable", "isPalmable", "MaxPalmedAmount" }); } else if (Object.GetComponent <FVRGrenade>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <FVRGrenade>(), new string[] { "DefaultFuse" }); } else if (Object.GetComponent <MF2_Medigun>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <MF2_Medigun>(), new string[] { "EngageRange", "MaxRange", "TryEngageBeam", "EngageUber", "DisEngageBeam", "m_uberChargeUp", "m_uberChargeOut" }); } else if (Object.GetComponent <SosigLink>() != null) { SosigLink L = Object.GetComponent <SosigLink>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], L.S, new string[] { "ClearSosig", "", "BodyState", "CurrentOrder", "Mustard", "BleedDamageMult", "BleedRateMult", "Speed_Crawl", "Speed_Sneak", "Speed_Walk", "Speed_Run" }); m_columnStarts[2] = AddObjectControls(Columns[2], m_columnStarts[2], L, new string[] { "m_integrity", "StaggerMagnitude", "DamMult" }); } else if (Object.GetComponent <SosigWeaponPlayerInterface>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <SosigWeaponPlayerInterface>().W, new string[] { "CycleSpeedForward", "CycleSpeedBackward", "ShotsPerLoad", "m_shotsLeft", "ProjectilesPerShot", "ProjectileSpread", "isFullAuto", "ReloadTime", "BurstLimit" }); } else if (Object.GetComponent <RW_Powerup>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <RW_Powerup>(), new string[] { "PowerupType", "PowerupIntensity", "PowerupDuration", "PowerUpSpecial", "Cooked", "UpdateSymbols" }); } else if (Object.GetComponent <ShatterablePhysicalObject>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <ShatterablePhysicalObject>(), new string[] { "currentToughness", "TransfersVelocityExplosively", "DamageReceivedMultiplier", "CollisionShatterThreshold" }); } else if (Object.GetComponent <RotrwBangerJunk>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <RotrwBangerJunk>(), new string[] { "Type", "ContainerSize" }); } else if (Object.GetComponent <Banger>() != null) { Banger banger = Object.GetComponent <Banger>(); m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], banger, new string[] { "BType", "BSize", "m_isArmed", "m_timeToPayload", "ProxRange", "m_timeSinceArmed", "m_shrapnelVel", "m_isSticky", "m_isSilent", "m_isHoming", "m_canbeshot", "SetToBouncy" }); if (banger.BDial != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], banger.BDial, new string[] { "DialTick", "m_isPrimed", "m_hasDinged" }); } } else if (Object.GetComponent <BangerDetonator>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <BangerDetonator>(), new string[] { "TriggerRange", "Detonate" }); } else if (Object.GetComponent <GronchHatCase>() != null) { m_columnStarts[1] = AddObjectControls(Columns[1], m_columnStarts[1], Object.GetComponent <GronchHatCase>(), new string[] { "m_isOpen", "Open", "HID" }, null, null, new bool[] { false, true, false }, new object[][] { null, new object[] { new GameObject("dummy").AddComponent <GronchHatCaseKey>() }, null }); } #endif } }
public void OnShot(Revolver revolver) { BreakGlass(); }
public void OnShot(Revolver revolver) { PopBalloon(); }
public void OnShot(Revolver revolver) { UnlockDoor(); }
public void Awake() { revolver = this; prush = GameObject.FindGameObjectWithTag("Prush").transform; }
public override void Start() { try { GungeonAP.Init(); ETGModConsole.Commands.AddUnit("botflow", delegate(string[] args) { DungeonHandler.debugFlow = !DungeonHandler.debugFlow; string str = DungeonHandler.debugFlow ? "enabled" : "disabled"; string color = DungeonHandler.debugFlow ? "00FF00" : "FF0000"; LostItemsMod.Log("Debug flow " + str, color); }); } catch (Exception e) { LostItemsMod.Log("Command Broke", TEXT_COLOR_BAD); LostItemsMod.Log(string.Format(e + ""), TEXT_COLOR_BAD); } try { //GungeonAP.Init(); //NuclearShrine.Add(); FakePrefabHooks.Init(); ItemBuilder.Init(); ShrineFactory.Init(); GungeonAPI.Tools.Init(); EnemyAPI.Tools.Init(); EnemyAPI.Hooks.Init(); //CustomSynergiesBaseGame.Init(); hooks.Init(); //MoreBreachShrine.Add(); //BreachRoomShrine.Add(); // ConfigManager sta = new ConfigManager(); // GunConfigManager gcf = new GunConfigManager(); //sta.Init(); //gcf.Init(); //CustomGun.Add(); //GunBuffs.Init(); // MagicSpriteStuff.Init(); //Ping.Init(); NuclearTalisman.Init(); //potato BotGhost.Init(); //potato LostGun.Add(); //1 change sounds //SaiGun.Add();//2 book sprite LostOrb.Init(); //3 sprite is boring LostRobe.Init(); //4 RoboticMuncher.Init(); //5 JunkHeart.Init(); //6 i think this is done LootBox.Init(); //7 CNerfGun.Add(); //8 pretty much everything //MopController.Add();//9 fix charge animation, add water projectile CoopTest.Init(); //10 pretty much everything Bond.Init(); //11 rework or remove Bob.Init(); //12 this ones just a joke Children.Init(); //13 maybe add some nice vfx BlessedOrb.Init(); //14 BanGun.Add(); //15 disintergration effect, new projectile sprite? RetoStarter.Init(); //16 add flight and knockback, lessen the light it gives off RetoStarterOld.Init(); //17 add flight and knockback, lessen the light it gives off Test.Init(); //18 add new items when i get to making them MistakeCharm.Init(); //19 i think this one is fine Revenge.Init(); //21 //CNerfGun2.Add();//22 //ETGModConsole.Log("up to pet works"); BabyGoodMistake.Init();//20 make the synergy work //Demonitization.Init(); //23 // syntest.Add(); //24 //syntest2.Add(); //25 CosmicSludge.Init(); // 26 //StarterGun.Add(); // 27 ScatedyCat.Init(); // 28 Shine.Init(); //29 Kunia.Add(); //30 BalencePatch.Init(); //31 ChlorophyteRounds.Init(); //32 LostGunAlt.Add(); //33 Apache.Add(); //TestGun.Add();// TestActive.Init(); //35 //RageRifle.Add();//34 TestPassive.Init(); //36 Gundertale.Add(); MyItem.Init(); RuinousEffigy.Add(); Log($"Begining to load Nuclear Throne related stuff...", TEXT_COLOR_NT); //2.1 // NuclearTalisman.Init(); MutaionBolt.Init(); //1 MutaionBullet.Init(); //2`` MutaionEnergy.Init(); //3`` MutaionShell.Init(); //4`` MutaionMelee.Init(); //5`` MutaionStress.Init(); //6 MutaionTriggerFingers.Init(); //7 MutaionTeeth.Init(); //8 MutaionFace.Init(); //9 MutaionSkin.Init(); //10 MutaionEyes.Init(); //11 MutaionMuscle.Init(); //12 MutaionFeet.Init(); //13 MutaionPaw.Init(); //14 MutaionWish.Init(); //15 MutaionEuphoria.Init(); //16 MutaionWrists.Init(); //17 MutaionBlood.Init(); //18 MutaionStomach.Init(); //19 MutaionLucky.Init(); //20 MutaionExplosive.Init(); //21 MutaionGuts.Init(); //22 MutaionMind.Init(); //23 MutaionSpirit.Init(); //24 MutaionWait.Init(); //25 //Tools.Print<string>("Did Start()", "00FF00", false); //NuclearShrine.Add(); SnareGoop.Init(); AbilityMelting.Init(); //1 AbilityRobot.Init(); //2 AbilitySteroids.Init(); //3 AbilityRogue.Init(); //4 AbilityRebel.Init(); //5 AbilityCrystal.Init(); //6 AbilityPlant.Init(); //7 AbilityYV.Init(); //8 AbilityEyes.Init(); //9 AbilityChicken.Init(); // RebelGun.Add();//1 CharacterShrine.Add();//2 Revolver.Add(); AssaultRifle.Add(); SmartGun.Add(); //Katana.Init(); Directory.CreateDirectory("NTConfig"); bool flag = !File.Exists("NTsConfig/protochest.json"); if (flag) { File.WriteAllText("NTConfig/protochest.json", "1"); } // bool flag2 = !LostItemsMod.AvailableNailModes.Contains(File.ReadAllText("NTConfig/nailmode.json")); // if (flag2) //{ // File.WriteAllText("NTConfig/protochest.json", "normal"); // } LostItemsMod.ProtoChestContent = File.ReadAllText("NTConfig/protochest.json"); ProtoChest.Add(); ShrineFactory.PlaceBreachShrines(); ETGModConsole.Commands.AddGroup("nt", delegate(string[] args) { ETGModConsole.Log("shoop has my family", false); }); ETGModConsole.Commands.GetGroup("nt").AddUnit("level", delegate(string[] args) { header = "test"; text = "test"; Notify(header, text); }); ETGModConsole.Commands.GetGroup("nt").AddUnit("character", delegate(string[] args) { header = NuclearShrine.header; text = "Character"; Notify(header, text); }); ETGModConsole.Commands.GetGroup("nt").AddUnit("protochest", delegate(string[] args) { LostItemsMod.Log("Current stored gun has the id " + ProtoChest.StoredGunID, LostItemsMod.TEXT_COLOR_NT); }); LostItemsMod.Log(LostItemsMod.MOD_NAME + " v" + LostItemsMod.VERSION + " started successfully.", LostItemsMod.TEXT_COLOR); LostItemsMod.Log("It worked", LostItemsMod.TEXT_COLOR_GOOD); } catch (Exception arg) { LostItemsMod.Log(string.Format(LostItemsMod.MOD_NAME + " v" + LostItemsMod.VERSION + " Failed to load ", LostItemsMod.MOD_NAME, LostItemsMod.VERSION, arg), LostItemsMod.TEXT_COLOR_BAD); LostItemsMod.Log("it did not work", LostItemsMod.TEXT_COLOR_BAD); } }