public override void Initialize()
        {
            List <System.Type> physicsObjects = ItemBox.GetPhysicsObjects(Editor.Placeables);

            physicsObjects.RemoveAll((Predicate <System.Type>)(t => t == typeof(Present) || t == typeof(LavaBarrel) || t == typeof(Grapple)));
            this._contains = physicsObjects[Rando.Int(physicsObjects.Count - 1)];
        }
        public static System.Type PickType(int chanceGroup, List <TypeProbPair> contains)
        {
            ItemBox.GetPhysicsObjects(Editor.Placeables);
            Random random    = new Random((int)((double)Level.GetChanceGroup2(chanceGroup) * 2147483648.0 - 1.0));
            Random generator = Rando.generator;

            Rando.generator = random;
            IOrderedEnumerable <TypeProbPair> orderedEnumerable = contains.OrderBy <TypeProbPair, float>((Func <TypeProbPair, float>)(x => Rando.Float(1f)));

            System.Type type = (System.Type)null;
            float       num  = 0.0f;

            foreach (TypeProbPair typeProbPair in (IEnumerable <TypeProbPair>)orderedEnumerable)
            {
                if ((double)Rando.Float(1f) > 1.0 - (double)typeProbPair.probability)
                {
                    type = typeProbPair.type;
                    break;
                }
                if ((double)typeProbPair.probability > (double)num)
                {
                    num  = typeProbPair.probability;
                    type = typeProbPair.type;
                }
            }
            Rando.generator = generator;
            return(type);
        }
        public override PhysicsObject GetSpawnItem()
        {
            List <System.Type> physicsObjects = ItemBox.GetPhysicsObjects(Editor.Placeables);

            physicsObjects.RemoveAll((Predicate <System.Type>)(t => t == typeof(LavaBarrel) || t == typeof(Grapple)));
            this.contains = physicsObjects[NetRand.Int(physicsObjects.Count - 1)];
            PhysicsObject thing = Editor.CreateThing(this.contains) as PhysicsObject;

            if (Rando.Int(1000) == 1 && thing is Gun && (thing as Gun).CanSpawnInfinite())
            {
                (thing as Gun).infiniteAmmoVal = true;
                (thing as Gun).infinite.value  = true;
            }
            return(thing);
        }
Exemple #4
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        public void Spawn()
        {
            if (this.randomSpawn)
            {
                List <System.Type> physicsObjects = ItemBox.GetPhysicsObjects(Editor.Placeables);
                this.contains = physicsObjects[Rando.Int(physicsObjects.Count - 1)];
            }
            this._spawnWait = 0.0f;
            ++this._numSpawned;
            if (!(Editor.CreateThing(this.contains) is PhysicsObject thing))
            {
                return;
            }
            Vec2 vec2 = Maths.AngleToVec(Maths.DegToRad(this.direction)) * this.firePower;

            thing.position = this.position + vec2.normalized * 8f;
            thing.hSpeed   = vec2.x;
            thing.vSpeed   = vec2.y;
            Level.Add((Thing)thing);
            Level.Add((Thing)SmallSmoke.New(thing.x, thing.y));
            Level.Add((Thing)SmallSmoke.New(thing.x, thing.y));
            SFX.Play("netGunFire", Rando.Float(0.9f, 1f), Rando.Float(-0.1f, 0.1f));
            if (thing is Equipment)
            {
                (thing as Equipment).autoEquipTime = 0.5f;
            }
            if (thing is ChokeCollar)
            {
                (thing as ChokeCollar).ball.hSpeed = thing.hSpeed;
                (thing as ChokeCollar).ball.vSpeed = thing.vSpeed;
            }
            if (!(thing is Sword))
            {
                return;
            }
            (thing as Sword)._wasLifted      = true;
            (thing as Sword)._framesExisting = 16;
        }