public override void Load() { loadCache = new List <ILoadable>(); foreach (Type type in Code.GetTypes()) { if (!type.IsAbstract && type.GetInterfaces().Contains(typeof(ILoadable))) { var instance = Activator.CreateInstance(type); loadCache.Add(instance as ILoadable); } loadCache.Sort((n, t) => n.Priority > t.Priority ? 1 : -1); } for (int k = 0; k < loadCache.Count; k++) { loadCache[k].Load(); } if (!Main.dedServ) { LightingBufferInstance = new LightingBuffer(); //Hotkeys AbilityKeys = new AbilityHotkeys(this); AbilityKeys.LoadDefaults(); } }
public override bool HotKeyMatch(TriggersSet triggers, AbilityHotkeys abilityKeys) { if (abilityKeys.Get <Dash>().JustPressed&& triggers.DirectionsRaw != default) { Dir = Vector2.Normalize(triggers.DirectionsRaw); return(true); } return(false); }
public override bool HotKeyMatch(TriggersSet triggers, AbilityHotkeys abilityKeys) { if (abilityKeys.Get <Dash>().JustPressed&& triggers.DirectionsRaw != default) { Dir = Vector2.Normalize(triggers.DirectionsRaw); if (Player.HasBuff(BuffID.Confused)) { Dir = new Vector2(Dir.X * -1, Dir.Y); } return(true); } return(false); }
public override bool HotKeyMatch(TriggersSet triggers, AbilityHotkeys abilityKeys) { return(abilityKeys.Get <Pure>().JustPressed); }
public override void Load() { //Shaders if (!Main.dedServ) { GameShaders.Misc["StarlightRiver:Distort"] = new MiscShaderData(new Ref <Effect>(GetEffect("Effects/Distort")), "Distort"); Ref <Effect> screenRef4 = new Ref <Effect>(GetEffect("Effects/Shockwave")); Filters.Scene["ShockwaveFilter"] = new Filter(new ScreenShaderData(screenRef4, "ShockwavePass"), EffectPriority.VeryHigh); Filters.Scene["ShockwaveFilter"].Load(); Ref <Effect> screenRef3 = new Ref <Effect>(GetEffect("Effects/WaterEffect")); Filters.Scene["WaterFilter"] = new Filter(new ScreenShaderData(screenRef3, "WaterPass"), EffectPriority.VeryHigh); Filters.Scene["WaterFilter"].Load(); Ref <Effect> screenRef2 = new Ref <Effect>(GetEffect("Effects/AuraEffect")); Filters.Scene["AuraFilter"] = new Filter(new ScreenShaderData(screenRef2, "AuraPass"), EffectPriority.VeryHigh); Filters.Scene["AuraFilter"].Load(); Ref <Effect> screenRef = new Ref <Effect>(GetEffect("Effects/BlurEffect")); Filters.Scene["BlurFilter"] = new Filter(new ScreenShaderData(screenRef, "BlurPass"), EffectPriority.High); Filters.Scene["BlurFilter"].Load(); Ref <Effect> screenRef5 = new Ref <Effect>(GetEffect("Effects/Purity")); Filters.Scene["PurityFilter"] = new Filter(new ScreenShaderData(screenRef5, "PurityPass"), EffectPriority.High); Filters.Scene["PurityFilter"].Load(); Ref <Effect> screenRef6 = new Ref <Effect>(GetEffect("Effects/LightShader")); Filters.Scene["Lighting"] = new Filter(new ScreenShaderData(screenRef6, "LightingPass"), EffectPriority.High); Filters.Scene["Lighting"].Load(); Ref <Effect> screenRef7 = new Ref <Effect>(GetEffect("Effects/LightApply")); Filters.Scene["LightingApply"] = new Filter(new ScreenShaderData(screenRef7, "LightingApplyPass"), EffectPriority.High); Filters.Scene["LightingApply"].Load(); Ref <Effect> screenRef8 = new Ref <Effect>(GetEffect("Effects/pixelationFull")); Filters.Scene["Pixelation"] = new Filter(new ScreenShaderData(screenRef8, "PixelationPass"), EffectPriority.Medium); Filters.Scene["Pixelation"].Load(); Ref <Effect> screenRefCrystal = new Ref <Effect>(GetEffect("Effects/CrystalRefraction")); Filters.Scene["Crystal"] = new Filter(new ScreenShaderData(screenRefCrystal, "CrystalPass"), EffectPriority.High); Filters.Scene["Crystal"].Load(); Ref <Effect> screenRefIceCrystal = new Ref <Effect>(GetEffect("Effects/IceCrystal")); Filters.Scene["IceCrystal"] = new Filter(new ScreenShaderData(screenRefIceCrystal, "IcePass"), EffectPriority.High); Filters.Scene["IceCrystal"].Load(); Ref <Effect> screenRefWaves = new Ref <Effect>(GetEffect("Effects/Waves")); Filters.Scene["Waves"] = new Filter(new ScreenShaderData(screenRefWaves, "WavesPass"), EffectPriority.High); Filters.Scene["Waves"].Load(); Ref <Effect> screenRefWaterShine = new Ref <Effect>(GetEffect("Effects/WaterShine")); Filters.Scene["WaterShine"] = new Filter(new ScreenShaderData(screenRefWaterShine, "WaterShinePass"), EffectPriority.High); Filters.Scene["WaterShine"].Load(); lightingTest = new RenderTest(); } //Autoload Rift Recipes RiftRecipes = new List <RiftRecipe>(); AutoloadRiftRecipes(RiftRecipes); //Furniture AutoloadFurniture(); //UI if (!Main.dedServ) { //Hotkeys AbilityKeys = new AbilityHotkeys(this); AbilityKeys.LoadDefaults(); StaminaUserInterface = new UserInterface(); CollectionUserInterface = new UserInterface(); OverlayUserInterface = new UserInterface(); InfusionUserInterface = new UserInterface(); CookingUserInterface = new UserInterface(); KeyInventoryUserInterface = new UserInterface(); TextCardUserInterface = new UserInterface(); CodexUserInterface = new UserInterface(); CodexPopupUserInterface = new UserInterface(); LootUserInterface = new UserInterface(); ChatboxUserInterface = new UserInterface(); ExtraNPCInterface = new UserInterface(); RichTextInterface = new UserInterface(); stamina = new Stamina(); collection = new Collection(); overlay = new ParticleOverlay(); infusion = new Infusion(); cooking = new CookingUI(); keyinventory = new KeyInventory(); textcard = new TextCard(); codex = new GUI.Codex(); codexpopup = new CodexPopup(); lootUI = new LootUI(); Chatbox = new ChatboxOverUI(); RichText = new RichTextBox(); StaminaUserInterface.SetState(stamina); CollectionUserInterface.SetState(collection); OverlayUserInterface.SetState(overlay); InfusionUserInterface.SetState(infusion); CookingUserInterface.SetState(cooking); KeyInventoryUserInterface.SetState(keyinventory); TextCardUserInterface.SetState(textcard); CodexUserInterface.SetState(codex); CodexPopupUserInterface.SetState(codexpopup); LootUserInterface.SetState(lootUI); ChatboxUserInterface.SetState(Chatbox); RichTextInterface.SetState(RichText); } //particle systems if (!Main.dedServ) { LoadVitricBGSystems(); } //Hooking HookOn(); HookIL(); }
public override bool HotKeyMatch(TriggersSet triggers, AbilityHotkeys abilityKeys) { return(abilityKeys.Get <Whip>().Current); }