Esempio n. 1
0
        public static void Add()
        {
            ShrineFactory sf = new ShrineFactory()
            {
                name             = "Random Shrine",
                modID            = "cc",
                text             = "Randomize your character?",
                spritePath       = "CustomCharacters/resources/random_shrine.png",
                shadowSpritePath = "CustomCharacters/resources/default_shrine_shadow_small.png",
                acceptText       = "Accept",
                declineText      = "Decline",
                OnAccept         = Accept,
                OnDecline        = null,
                offset           = new Vector3(63.9f, 23.3f, 23.8f),
                talkPointOffset  = new Vector3(0, 1, 0),
                isToggle         = false,
                isBreachShrine   = true
            };

            //register shrine
            sf.Build();

            ETGModConsole.Commands.AddUnit("set_hegemony_credits", (args) =>
            {
                try
                {
                    GameStatsManager.Instance.SetStat(TrackedStats.META_CURRENCY, int.Parse(args[0]));
                }
                catch {
                    Tools.PrintError("You did it wrong");
                }
            });
        }
Esempio n. 2
0
        // Token: 0x06000059 RID: 89 RVA: 0x0000480C File Offset: 0x00002A0C
        public static void Add()
        {
            ShrineFactory SQUIRE = new ShrineFactory
            {
                name                  = "Squire of the Jammed",
                modID                 = "BunnyMod",
                spritePath            = "BunnyMod/Resources/JammedSquire/Idle/squire_idle_001.png",
                shadowSpritePath      = "BunnyMod/Resources/JammedSquire/Idle/squire_idle_001.png",
                acceptText            = "I accept His offer.",
                declineText           = "I refuse.",
                OnAccept              = new Action <PlayerController, GameObject>(JammedSquire.Accept),
                OnDecline             = null,
                CanUse                = new Func <PlayerController, GameObject, bool>(JammedSquire.CanUse),
                offset                = new Vector3(48.375f, 50.8f, 51.3f),
                talkPointOffset       = new Vector3(0f, 3f, 0f),
                isToggle              = false,
                isBreachShrine        = true,
                interactableComponent = typeof(JammedSquireInteractable)
            };
            GameObject gameObject = SQUIRE.Build();

            gameObject.AddAnimation("idle", "BunnyMod/Resources/JammedSquire/Idle/", 4, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk", "BunnyMod/Resources/JammedSquire/Talk/", 4, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk_start", "BunnyMod/Resources/JammedSquire/TalkStart/", 4, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("do_effect", "BunnyMod/Resources/JammedSquire/DoEffect/", 7, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            JammedSquireInteractable component1 = gameObject.GetComponent <JammedSquireInteractable>();

            component1.conversation = new List <string>
            {
                "...",
                "My Lord has always been curious of your kind...",
                "Trying to manipulate things out of your control...",
                "Messing with things you shouldn't...",
                "Obtaining treasure that overpowers you...",
                "My Lord is... interested...",
                "Interested in you sheer stubborness for power...",
                "So, He sent me here to for one thing...",
                "To give you power, strength, riches...",
                "At the cost of Him not holding back...",
                "His army... And Himself...",
                "What do you say, Gungeoneer...?"
            };
            component1.conversationB = new List <string>
            {
                "What do you ask of Him...?"
            };
            component1.declineTextB = "I ask nothing more.";
            component1.acceptTextB  = "Remove His offer from me.";
            //gameObject.SetActive(false);
        }
Esempio n. 3
0
        // Token: 0x06000059 RID: 89 RVA: 0x0000480C File Offset: 0x00002A0C
        public static void Add()
        {
            ShrineFactory ShrineFactory = new ShrineFactory
            {
                name                  = "Artifact Monger",
                modID                 = "BunnyMod",
                spritePath            = "BunnyMod/Resources/Artifacts/ArtifactNPC/Idle/artifactmonger_idle_001.png",
                shadowSpritePath      = "BunnyMod/Resources/Artifacts/ArtifactNPC/artifactmongerplaceshadow_001.png",
                acceptText            = "...Sure?",
                declineText           = "No thanks.",
                OnAccept              = new Action <PlayerController, GameObject>(ArtifactMonger.Accept),
                OnDecline             = null,
                CanUse                = new Func <PlayerController, GameObject, bool>(ArtifactMonger.CanUse),
                offset                = new Vector3(38.125f, 27f, 26.5f),
                talkPointOffset       = new Vector3(3f, 3f, 0f),
                isToggle              = false,
                isBreachShrine        = true,
                interactableComponent = typeof(ArtifactMongerInteractable)
            };
            GameObject gameObject = ShrineFactory.Build();

            gameObject.AddAnimation("idle", "BunnyMod/Resources/Artifacts/ArtifactNPC/Idle/", 2, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk", "BunnyMod/Resources/Artifacts/ArtifactNPC/Talk/", 6, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk_start", "BunnyMod/Resources/Artifacts/ArtifactNPC/TalkStart/", 6, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("do_effect", "BunnyMod/Resources/Artifacts/ArtifactNPC/DoEffect/", 5, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            ArtifactMongerInteractable component = gameObject.GetComponent <ArtifactMongerInteractable>();

            component.conversation = new List <string>
            {
                "helo!",
                "i com from favaway pwanet!",
                "soooooo fav awayyyyy!!",
                "and breng pwetty wocks!",
                "but te wocks hurt...",
                "...",
                "...do u want one? tu help me?"
            };
            component.conversationB = new List <string>
            {
                "u wont anytien else?"
            };
            component.declineTextB = "Im good.";
            component.acceptTextB  = "Please take them away.";
            gameObject.SetActive(false);
        }
Esempio n. 4
0
        // Token: 0x0600004D RID: 77 RVA: 0x00004700 File Offset: 0x00002900
        public static void Add()
        {
            ShrineFactory shrineFactory = new ShrineFactory
            {
                name  = "The Jammomaster",
                modID = "nevernamedsMod",
                //text = "Might not be smart to stick around.",
                spritePath       = "NevernamedsItems/Resources/JammomasterSprites/jammomaster_idle_001.png",
                shadowSpritePath = "NevernamedsItems/Resources/JammomasterSprites/jammomaster_shadow_001.png",
                acceptText       = "I Accept",
                declineText      = "...no thanks",
                OnAccept         = new Action <PlayerController, GameObject>(TheJammomaster.Accept),
                OnDecline        = null,
                CanUse           = new Func <PlayerController, GameObject, bool>(TheJammomaster.CanUse),
                //offset = new Vector3(43.8f, 42.4f, 42.9f),
                offset                = new Vector3(51.2f, 50.8f, 51.3f),
                talkPointOffset       = new Vector3(0.75f, 1.5f, 0f),
                isToggle              = false,
                isBreachShrine        = true,
                interactableComponent = typeof(JammomasterInteractible)
            };
            GameObject gameObject = shrineFactory.Build();

            gameObject.AddAnimation("idle", "NevernamedsItems/Resources/JammomasterSprites/jammomaster_idle", 12, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk", "NevernamedsItems/Resources/JammomasterSprites/jammomaster_talk", 12, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk_start", "NevernamedsItems/Resources/JammomasterSprites/jammomaster_talk", 12, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("do_effect", "NevernamedsItems/Resources/JammomasterSprites/jammomaster_talk", 12, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            JammomasterInteractible component = gameObject.GetComponent <JammomasterInteractible>();

            component.conversation = new List <string>
            {
                "All things wise and wonderful...",
                "All creatures great and small...",
                "All things bright and beautiful...",
                "I've cursed them, one and all..."
            };
            component.conversation2 = new List <string>
            {
                "What?....",
                "What do you desire now, young one?"
            };
            component.declineText2 = "I am content";
            component.acceptText2  = "Please undo what is done...";
            //gameObject.SetActive(false);
        }
Esempio n. 5
0
 // Token: 0x06000059 RID: 89 RVA: 0x0000480C File Offset: 0x00002A0C
 public static void Add()
 {
     try
     {
         ShrineFactory ShrineFactory = new ShrineFactory
         {
             name             = "Pulpit",
             modID            = "cak",
             spritePath       = "CakeMod/Resources/ModRooms/Pulpit",
             shadowSpritePath = "CakeMod/Resources/PulpitShadow",
         };
         GameObject gameObject = ShrineFactory.Build();
     }
     catch (Exception e)
     {
         Tools.Print(e);
     }
 }
Esempio n. 6
0
        public static void Add()
        {
            ShrineFactory shrineFactory = new ShrineFactory
            {
                name  = "Nuclear Shrine",
                modID = "bot_nt",
                //text = "Might not be smart to stick around.",
                spritePath       = "LostItems/NuclearThrone/NuclearThroneSprite/NPC/Idle/ntNPC_idle_001.png",
                shadowSpritePath = "LostItems/NuclearThrone/NuclearThroneSprite/NPC/Idle/ntNPC_idle_001.png",
                acceptText       = "Bring it on!",
                declineText      = "No thanks.",
                OnAccept         = new Action <PlayerController, GameObject>(NuclearShrine.Accept),
                OnDecline        = null,
                CanUse           = new Func <PlayerController, GameObject, bool>(NuclearShrine.CanUse),
                //offset = new Vector3(43.8f, 42.4f, 42.9f),
                offset                = new Vector3(188.8f, 18.3f, 18.9f),
                talkPointOffset       = new Vector3(0.75f, 1.5f, 0f),
                isToggle              = false,
                isBreachShrine        = true,
                interactableComponent = typeof(NuclearInteractable)
            };
            GameObject gameObject = shrineFactory.Build();

            gameObject.AddAnimation("idle", "LostItems/NuclearThrone/NuclearThroneSprite/NPC/Idle", 12, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk", "LostItems/NuclearThrone/NuclearThroneSprite/NPC/Talk/", 12, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk_start", "LostItems/NuclearThrone/NuclearThroneSprite/NPC/StartTalk/", 12, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("do_effect", "LostItems/NuclearThrone/NuclearThroneSprite/NPC/DoEffect/", 12, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            NuclearInteractable component = gameObject.GetComponent <NuclearInteractable>();

            component.conversation = new List <string>
            {
                "Hello ",
                //$"Hello <color={LostItemsMod.TEXT_COLOR_NT}>wip</color>",
                "I will be the npc that enables the upcoming NUCLEAR THRONE MODE",
                //$"I will be the npc that enables the upcoming <color={LostItemsMod.TEXT_COLOR_NT}>NUCLEAR THRONE MODE</color>",


                "But thats not finished"
            };
            //gameObject.SetActive(false);
        }
Esempio n. 7
0
 // Token: 0x06000059 RID: 89 RVA: 0x0000480C File Offset: 0x00002A0C
 public static void Add()
 {
     try
     {
         ShrineFactory ShrineFactory = new ShrineFactory
         {
             name                  = "Chester",
             modID                 = "cak",
             spritePath            = "CakeMod/Resources/Chester/Chester_idle_001.png",
             shadowSpritePath      = "CakeMod/Resources/Chester/Chester_shadow_001.png",
             acceptText            = "It's a deal.",
             declineText           = "I don't think I want what you're offering.",
             OnAccept              = new Action <PlayerController, GameObject>(Chester.Accept),
             OnDecline             = null,
             CanUse                = new Func <PlayerController, GameObject, bool>(Chester.CanUse),
             offset                = new Vector3(60f, 35f, 51.3f),
             talkPointOffset       = new Vector3(2f, 2f, 0f),
             isToggle              = false,
             isBreachShrine        = true,
             interactableComponent = typeof(ChesterInteractible)
         };
         GameObject gameObject = ShrineFactory.Build();
         gameObject.AddAnimation("idle", "CakeMod/Resources/Chester/Chester_idle", 4, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("talk", "CakeMod/Resources/Chester/Chester_idle", 4, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("talk_start", "CakeMod/Resources/Chester/Chester_talk", 4, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("do_effect", "CakeMod/Resources/Chester/Chester_doeffect", 3, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         ChesterInteractible component = gameObject.GetComponent <ChesterInteractible>();
         component.conversation = new List <string>
         {
             "Heya, kid!",
             "You look like you need a hand!",
             "Say, pal, I've got a deal for ya.",
             "Let's make this a bit easier, yeah?"
         };
         gameObject.SetActive(false);
     }
     catch (Exception e)
     {
         Tools.Print(e);
     }
 }
Esempio n. 8
0
 // Token: 0x06000059 RID: 89 RVA: 0x0000480C File Offset: 0x00002A0C
 public static void Add()
 {
     try
     {
         ShrineFactory ShrineFactory = new ShrineFactory
         {
             name                  = "OldManBreach",
             modID                 = "cak",
             spritePath            = "CakeMod/Resources/OldManBreach/oldman_idle_001.png",
             shadowSpritePath      = "CakeMod/Resources/OldManBreach/oldman_shadow_001.png",
             acceptText            = "It's a deal.",
             declineText           = "I don't think I want what you're offering.",
             OnAccept              = new Action <PlayerController, GameObject>(OldManBreach.Accept),
             OnDecline             = null,
             CanUse                = new Func <PlayerController, GameObject, bool>(OldManBreach.CanUse),
             offset                = new Vector3(35f, 45f, 51.3f),
             talkPointOffset       = new Vector3(1f, 2f, 0f),
             isToggle              = false,
             isBreachShrine        = true,
             interactableComponent = typeof(OldManBreachInteractable)
         };
         GameObject gameObject = ShrineFactory.Build();
         gameObject.AddAnimation("idle", "CakeMod/Resources/OldManBreach/oldman_idle", 4, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("talk", "CakeMod/Resources/OldManBreach/oldman_idle", 4, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("talk_start", "CakeMod/Resources/OldManBreach/oldman_idle", 4, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("do_effect", "CakeMod/Resources/OldManBreach/oldman_talk", 3, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         OldManBreachInteractable component = gameObject.GetComponent <OldManBreachInteractable>();
         component.conversation = new List <string>
         {
             "Hey, you!",
             "It's dangerous to go alone!",
             "Take this!"
         };
         gameObject.SetActive(false);
     }
     catch (Exception e)
     {
         Tools.Print(e);
     }
 }
Esempio n. 9
0
 // Token: 0x06000059 RID: 89 RVA: 0x0000480C File Offset: 0x00002A0C
 public static void Add()
 {
     try
     {
         ShrineFactory ShrineFactory = new ShrineFactory
         {
             name                  = "Shrap And Nel",
             modID                 = "cak",
             spritePath            = "CakeMod/Resources/TinyBullet/Idle/tinybullet_idle_001.png",
             acceptText            = "Let's get explodey!",
             declineText           = "I'm fine.",
             OnAccept              = new Action <PlayerController, GameObject>(TinyBullet.Accept),
             OnDecline             = null,
             CanUse                = new Func <PlayerController, GameObject, bool>(TinyBullet.CanUse),
             offset                = new Vector3(40f, 40f, 51.3f),
             talkPointOffset       = new Vector3(1f, 1f, 0f),
             isToggle              = false,
             isBreachShrine        = true,
             interactableComponent = typeof(TinyBulletInteractable)
         };
         GameObject gameObject = ShrineFactory.Build();
         gameObject.AddAnimation("idle", "CakeMod/Resources/TinyBullet/Idle/", 2, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("talk", "CakeMod/Resources/TinyBullet/Talk/", 6, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("talk_start", "CakeMod/Resources/TinyBullet/Talk/", 6, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         gameObject.AddAnimation("do_effect", "CakeMod/Resources/TinyBullet/Talk/", 5, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
         TinyBulletInteractable component = gameObject.GetComponent <TinyBulletInteractable>();
         component.conversation = new List <string>
         {
             "Yoooo!",
             "Got out of that dungeon crawling stuff.",
             "Not that much to do up here.",
             "Wanna get booming?"
         };
         gameObject.SetActive(false);
     }
     catch (Exception e)
     {
         Tools.Print(e);
     }
 }
Esempio n. 10
0
        public static void Add()
        {
            ShrineFactory sf = new ShrineFactory()
            {
                name  = "Grandfather Tick",
                modID = "cel",
                //text = "Randomize your stats and loadout?",
                spritePath            = "Items/Resources/Tick/Idle/tick_idle_001.png",
                shadowSpritePath      = "Items/Resources/Tick/tick_shadow_001.png",
                acceptText            = "Uhh... sure.",
                declineText           = "I'm good.",
                OnAccept              = Accept,
                OnDecline             = null,
                CanUse                = CanUse,
                offset                = new Vector3(184.7f, 19.9f, 20.4f),
                talkPointOffset       = new Vector3(12 / 16f, 24 / 16f, 0),
                isToggle              = false,
                isBreachShrine        = false,
                interactableComponent = typeof(TickInteractable)
            };

            ETGModConsole.Log("Test 2");
            //register shrine
            var obj = sf.Build();

            obj.AddAnimation("idle", "Items/Resources/Tick/Idle/", 5, NPCBuilder.AnimationType.Idle);
            obj.AddAnimation("talk", "Items/Resources/Tick/Talk/", 10, NPCBuilder.AnimationType.Talk);
            obj.AddAnimation("do_effect", "Items/Resources/Tick/DoEffect/", 10, NPCBuilder.AnimationType.Other);
            var npc = obj.GetComponent <FranseisInteractable>();

            npc.conversation = new List <string>()
            {
                "I'm Grandfather Tick...",
                "Do you want to start again...",
                "I can bring you to when this began...",
                "But I must warn you, you will lose every item you currently have..."
            };
            obj.SetActive(false);
            ETGModConsole.Log("Test 3");
        }
        // Token: 0x0600015C RID: 348 RVA: 0x0000D0B0 File Offset: 0x0000B2B0
        public static void Add()
        {
            ShrineFactory shrineFactory = new ShrineFactory
            {
                name       = "Breach Shrine",
                modID      = "bot",
                text       = "Please Select a Character",
                spritePath = "LostItems/NuclearThrone/NuclearThroneSprite/char_shrine_temp.png",

                acceptText      = "Go to hang out",
                declineText     = "No thanks",
                OnAccept        = new Action <PlayerController, GameObject>(MoreBreachShrine.Accept),
                OnDecline       = null,
                CanUse          = new Func <PlayerController, GameObject, bool>(MoreBreachShrine.CanUse),
                offset          = new Vector3(188.3f, 19.7f, 18.9f),
                talkPointOffset = new Vector3(0.75f, 1.5f, 0f),
                isToggle        = false,
                isBreachShrine  = true
            };

            shrineFactory.Build();
        }
        // Token: 0x0600015C RID: 348 RVA: 0x0000D0B0 File Offset: 0x0000B2B0
        public static void Add()
        {
            ShrineFactory shrineFactory = new ShrineFactory
            {
                name            = "Test Breach Shrine",
                modID           = "bot",
                text            = "hi",
                spritePath      = "LostItems/sprites/hmm.png",
                room            = RoomFactory.BuildFromResource("LostItems/rooms/breachHangout.room").room,
                acceptText      = "hi",
                declineText     = "bye",
                OnAccept        = new Action <PlayerController, GameObject>(BreachRoomShrine.Accept),
                OnDecline       = null,
                CanUse          = new Func <PlayerController, GameObject, bool>(BreachRoomShrine.CanUse),
                offset          = new Vector3(0, 0, 0),
                talkPointOffset = new Vector3(0.75f, 1.5f, 0f),
                isToggle        = false,
                isBreachShrine  = true
            };

            shrineFactory.Build();
        }
Esempio n. 13
0
        // Token: 0x0600015C RID: 348 RVA: 0x0000D0B0 File Offset: 0x0000B2B0
        public static void Add()
        {
            ShrineFactory shrineFactory = new ShrineFactory
            {
                name       = "Character Shrine Shrine",
                modID      = "bot_nt",
                text       = "Please Select a Character",
                spritePath = "LostItems/NuclearThrone/NuclearThroneSprite/char_shrine_temp.png",
                //room = RoomFactory.BuildFromResource("FrostAndGunfireItems/Resources/rooms/CharacterShrineRoom.room").room,
                acceptText      = "Next Character",
                declineText     = "This one's fine",
                OnAccept        = new Action <PlayerController, GameObject>(CharacterShrine.Accept),
                OnDecline       = null,
                CanUse          = new Func <PlayerController, GameObject, bool>(CharacterShrine.CanUse),
                offset          = new Vector3(188.3f, 16.7f, 18.9f),
                talkPointOffset = new Vector3(0.75f, 1.5f, 0f),
                isToggle        = false,
                isBreachShrine  = true
            };

            shrineFactory.Build();
        }
Esempio n. 14
0
        // Token: 0x06000059 RID: 89 RVA: 0x0000480C File Offset: 0x00002A0C
        public static void Add()
        {
            ShrineFactory ShrineFactory = new ShrineFactory
            {
                name                  = "Deicide Shrine",
                modID                 = "BunnyMod",
                spritePath            = "BunnyMod/Resources/DeicideShrine/dcdshrine_idle_001.png",
                shadowSpritePath      = "BunnyMod/Resources/DeicideShrine/dcdshrine_shadow.png",
                acceptText            = "I challenge fate. (Gives all artifacts)",
                declineText           = "I don't challenge fate.",
                OnAccept              = new Action <PlayerController, GameObject>(DeicideShrine.Accept),
                OnDecline             = null,
                CanUse                = new Func <PlayerController, GameObject, bool>(DeicideShrine.CanUse),
                offset                = new Vector3(12.6875f, 21.9375f, 22.4375f),
                talkPointOffset       = new Vector3(3f, 3f, 0f),
                isToggle              = false,
                isBreachShrine        = true,
                interactableComponent = typeof(DeicideShrineInteractible)
            };
            GameObject gameObject = ShrineFactory.Build();

            gameObject.AddAnimation("idle", "BunnyMod/Resources/DeicideShrine/", 2, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk", "BunnyMod/Resources/DeicideShrine/", 3, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk_start", "BunnyMod/Resources/DeicideShrine/", 4, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("do_effect", "BunnyMod/Resources/DeicideShrine/", 5, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            DeicideShrineInteractible component = gameObject.GetComponent <DeicideShrineInteractible>();

            component.conversation = new List <string>
            {
                "Put yourself to the ultimate test?"
            };
            component.conversationB = new List <string>
            {
                "What do you desire?"
            };
            component.declineTextB = "I desire nothing more.";
            component.acceptTextB  = "Make it stop....";
            gameObject.SetActive(false);
        }
Esempio n. 15
0
        public static void Add()
        {
            ShrineFactory sf = new ShrineFactory()
            {
                name  = "Franseis",
                modID = "cc",
                //text = "Randomize your stats and loadout?",
                spritePath            = "CustomCharacters/resources/Franseis/Idle/fran_idle_001.png",
                shadowSpritePath      = "CustomCharacters/resources/default_shrine_shadow_small.png",
                acceptText            = "Lets get weird.",
                declineText           = "No thanks.",
                OnAccept              = Accept,
                OnDecline             = null,
                CanUse                = CanUse,
                offset                = new Vector3(184.7f, 19.9f, 20.4f),
                talkPointOffset       = new Vector3(12 / 16f, 24 / 16f, 0),
                isToggle              = false,
                isBreachShrine        = true,
                interactableComponent = typeof(FranseisInteractable)
            };
            //register shrine
            var obj = sf.Build();

            obj.AddAnimation("idle", "CustomCharacters/resources/Franseis/Idle/", 5, NPCBuilder.AnimationType.Idle);
            obj.AddAnimation("talk", "CustomCharacters/resources/Franseis/Talk/", 10, NPCBuilder.AnimationType.Talk);
            obj.AddAnimation("talk_start", "CustomCharacters/resources/Franseis/StartTalk/", 7, NPCBuilder.AnimationType.Other);
            obj.AddAnimation("do_effect", "CustomCharacters/resources/Franseis/DoEffect/", 10, NPCBuilder.AnimationType.Other);
            var npc = obj.GetComponent <FranseisInteractable>();

            npc.conversation = new List <string>()
            {
                "The name's Franseis.",
                "Crazy eyes over there is my uncle.",
                "Wanna get weird?"
            };
            obj.SetActive(false);
        }
Esempio n. 16
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        // Token: 0x0600015C RID: 348 RVA: 0x0000D0B0 File Offset: 0x0000B2B0
        public static void Add()
        {
            ShrineFactory shrineFactory = new ShrineFactory
            {
                name       = "Proto Chest",
                modID      = "bot_nt",
                text       = "Store A weapon",
                spritePath = "LostItems/NuclearThrone/NuclearThroneSprite/chest/proto_chest.png",

                room        = RoomFactory.BuildFromResource("LostItems/NuclearThrone/NuclearThroneRooms/proto_chest_room.room").room,
                acceptText  = "Store Current Gun",
                declineText = "Close Chest",
                OnAccept    = new Action <PlayerController, GameObject>(ProtoChest.Accept),
                OnDecline   = null,
                CanUse      = new Func <PlayerController, GameObject, bool>(ProtoChest.CanUse),
                offset      = new Vector3(-1f, 0f, 0),
                //offset = new Vector3(189.3f, 13.7f, 18.9f),
                talkPointOffset = new Vector3(0f, 3f, 0f),
                isToggle        = false,
                isBreachShrine  = false
            };

            shrineFactory.Build();
        }