Exemple #1
0
    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();
        }
    }
Exemple #2
0
    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);
    }
Exemple #3
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 static bool RevolverPatch_LightPrimerStrike(Revolver __instance)
 {
     if (CalcLightPrimerStrikeFail(__instance))
     {
         return(true);
     }
     return(false);
 }
Exemple #4
0
 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");
 }
Exemple #6
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 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);
    }
Exemple #8
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    // 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);
    }
Exemple #9
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    public void OnShot(Revolver revolver)
    {
        if (bSwitchIsOn)
        {
            ownedLights.bIsOn = true;
            ownedLights.ToggleLights();
        }

        Destroy(transform.gameObject);
        Destroy(this);
    }
Exemple #10
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        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);
        }
Exemple #11
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 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;
                }
            }
        }
Exemple #13
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        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);
        }
Exemple #14
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        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);
        }
Exemple #15
0
    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);
        }
    }
Exemple #16
0
        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]);
        }
Exemple #17
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);
        }
Exemple #18
0
    // 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();
        }
Exemple #20
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 public void Start()
 {
     rev = Revolver.revolver;
     MaintainHomeostasis();
 }
Exemple #21
0
 public void OnShot(Revolver revolver)
 {
     BreakLock();
 }
Exemple #22
0
    /// <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);
      }
    }
Exemple #23
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 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")));
        }
Exemple #25
0
 public void OnShot(Revolver revolver)
 {
     TriggerAlarm();
 }
 public void OnShot(Revolver revolver)
 {
     this.OnControllerEnter(null);
 }
Exemple #27
0
 public void OnShot(Revolver revolver)
 {
     TimerTimeOut();
 }
Exemple #28
0
 public void OnShot(Revolver revolver)
 {
     ScanSuccess(null);
 }
Exemple #29
0
 public static bool IsGermanRegistered(Revolver.Core.Context context)
 {
   return (from l in context.CurrentDatabase.Languages
            where l.Name == "de"
            select l).Any();
 }
Exemple #30
0
        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
            }
        }
Exemple #31
0
 public void OnShot(Revolver revolver)
 {
     BreakGlass();
 }
Exemple #32
0
 public void OnShot(Revolver revolver)
 {
     PopBalloon();
 }
Exemple #33
0
 public void OnShot(Revolver revolver)
 {
     UnlockDoor();
 }
Exemple #34
0
 public void Awake()
 {
     revolver = this;
     prush    = GameObject.FindGameObjectWithTag("Prush").transform;
 }
Exemple #35
0
        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);
            }
        }