//treat it like any other component
 void Update()
 {
     if (Input.GetKey(KeyCode.P))
     {
         ModAPI.Notify("gamer is holding the P key");
     }
 }
Esempio n. 2
0
        public static void Main()
        {
            // listen for the event that is fired when wires are created
            ModAPI.OnWireCreated += (sender, wire) => {
                // check if it is a spring cable
                if (wire is SpringCableBehaviour)
                {
                    // make it red
                    wire.SetColor(Color.red);
                    // make it thinner
                    wire.SetThickness(0.05f);
                }
            };

            // listen for the event that is fired when something is killed
            ModAPI.OnDeath += (sender, being) => {
                //notify player of their action
                ModAPI.Notify("this is really immoral");
            };

            // listen for gunshot event
            ModAPI.OnGunShot += (sender, gun) => {
                //notify player what round the gun uses
                ModAPI.Notify(gun.Cartridge.name);
            };
        }
Esempio n. 3
0
    private void Awake()
    {
        this.Seed = 0;
        this.mask = (LayerMask)LayerMask.GetMask("Objects", "Bounds");

        if (Mathf.Approximately((float)this.gameObject.transform.position.x, (float)170.9647))
        {
            glitched = true;
        }
        else
        {
            ModAPI.Notify("nice");
        }
    }
Esempio n. 4
0
    // Update is called once per frame
    void Update()
    {
        Collider2D aliveObjectInRadius = Physics2D.OverlapCircle(transform.position, 5f, LayerMask.GetMask("Objects"));

        //gun.GetComponent<FirearmBehaviour>().barrelPosition = transform.position;
        //gun.GetComponent<FirearmBehaviour>().barrelDirection = -transform.up;

        if (aliveObjectInRadius)
        {
            /*canFire = true;
             * if (canFire)
             * {
             *  firearmBehaviour.Shoot();
             *  ModAPI.Notify("OPEN FIRE OPEN FIRE");
             * }*/

            if (Input.anyKeyDown)
            {
                buttonPressed = true;
            }

            if (buttonPressed)
            {
                limbs = FindObjectsOfType <LimbBehaviour>();
                ModAPI.Notify("Pressed");
                buttonPressed = false;
            }

            foreach (LimbBehaviour limb in limbs)
            {
                float   Threshold = 1e-3f;
                Vector2 dir       = gun.transform.InverseTransformPoint(limbs[13].transform.position);
                float   angle     = Vector2.Angle(Vector2.right, dir);
                angle = dir.y < 0 ? -angle : angle;
                if (Mathf.Abs(angle) > Threshold)
                {
                    gun.transform.Rotate(0, 0, (angle + 90) * 10 * Time.deltaTime);
                }

                //gun.GetComponent<FirearmBehaviour>().ShootContinuous();
            }
        }
    }
Esempio n. 5
0
        void Start()
        {
            string modPath = Application.dataPath + "/../" + ModAPI.Metadata.MetaLocation;

            Debug.Log("Path is " + modPath);

            if (File.Exists(Path.Combine(modPath, "JFramework.dll")))
            {
                string path = Path.Combine(modPath, "JFramework.dll");
                Debug.Log("Main DLL found at " + path);
                ModAPI.Notify("Main DLL found at " + path);
                Assembly mainAssembly = Assembly.LoadFile(path);
                mainAssembly.GetType("JFramework.Main").GetField("modPath", BindingFlags.Static | BindingFlags.Public).SetValue(null, modPath);
                mainAssembly.GetType("JFramework.Main").GetMethod("Entry").Invoke(null, new object[0]);
            }
            else
            {
                Debug.LogError("Main DLL could not be found in mod folder, please try to reinstall the mod");
                ModAPI.Notify("Main DLL could not be found in mod folder, please try to reinstall the mod");
            }
        }