Esempio n. 1
0
        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();
            }
        }
Esempio n. 2
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 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);
 }
Esempio n. 3
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        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);
        }
Esempio n. 4
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 public override bool HotKeyMatch(TriggersSet triggers, AbilityHotkeys abilityKeys)
 {
     return(abilityKeys.Get <Pure>().JustPressed);
 }
Esempio n. 5
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        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();
        }
Esempio n. 6
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 public override bool HotKeyMatch(TriggersSet triggers, AbilityHotkeys abilityKeys)
 {
     return(abilityKeys.Get <Whip>().Current);
 }