Esempio n. 1
0
        protected void Update()
        {
            PlayerController player = (GameManager.Instance.PrimaryPlayer);

            if (player.CurrentGun == this.gun)

            {
                bool yeah = player.Velocity.magnitude > 0.05f;
                if (!yeah)
                {
                    //Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(player.sprite);
                    Material outlineMaterial1 = SpriteOutlineManager.GetOutlineMaterial(gun.sprite);
                    //outlineMaterial.SetColor("_OverrideColor", new Color(20f, 20f, 42f));
                    outlineMaterial1.SetColor("_OverrideColor", new Color(20f, 20f, 42f));
                }
                else
                {
                    //Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(player.sprite);
                    Material outlineMaterial1 = SpriteOutlineManager.GetOutlineMaterial(gun.sprite);
                    //outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
                    outlineMaterial1.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
                }
            }
            else
            {
                //Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(player.sprite);
                Material outlineMaterial1 = SpriteOutlineManager.GetOutlineMaterial(gun.sprite);
                //outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
                outlineMaterial1.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
            }
        }
Esempio n. 2
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        private void UseBoost(PlayerController player, float num, bool fatal, HealthHaver spapi)
        {
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(Owner.sprite);

            outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f, 0f));
            RemoveStat(PlayerStats.StatType.Damage);
        }
Esempio n. 3
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        IEnumerator LevelUpEffect(PlayerController player)
        {
            bool     on = false;
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(player.sprite);
            Color    orig            = outlineMaterial.GetColor("_OverrideColor");

            for (int i = 0; i <= 6; i++)
            {
                on = !on;
                if (on)
                {
                    outlineMaterial.SetColor("_OverrideColor", onColor);
                }
                else
                {
                    outlineMaterial.SetColor("_OverrideColor", orig);
                }
                if (i == 6)
                {
                    break;
                }
                yield return(new WaitForSeconds(.2f));
            }

            outlineMaterial.SetColor("_OverrideColor", orig);
            blinking = false;
        }
        public override void Update()
        {
            base.Update();
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(base.LastOwner.sprite);

            if (base.LastOwner.CurrentGoop != null)
            {
                this.currentGoop = base.LastOwner.CurrentGoop == EasyGoopDefinitions.BlobulonGoopDef ? true : false;
            }
            else
            {
                this.currentGoop = false;
            }
            if (currentGoop != lastGoop && outlineMaterial != null)
            {
                this.RemoveStat(PlayerStats.StatType.Damage);
                this.DisableVFX(base.LastOwner);
                if (currentGoop)
                {
                    this.AddStat(PlayerStats.StatType.Damage, 0.5f, StatModifier.ModifyMethod.ADDITIVE);
                    outlineMaterial.SetColor("_OverrideColor", new Color(99f, 99f, 0f));
                }
            }
            base.LastOwner.stats.RecalculateStats(base.LastOwner, true, false);
            this.lastGoop = this.currentGoop;
        }
Esempio n. 5
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 public void Awake()
 {
     this.m_gun = base.GetComponent <Gun>();
     if (this.m_gun.CurrentOwner is PlayerController)
     {
         this.m_player = this.m_gun.CurrentOwner as PlayerController;
     }
     this.m_VFXBody = new GameObject();
     UnityEngine.Object.DontDestroyOnLoad(this.m_VFXBody);
     this.m_GunVFXCollection = SpriteBuilder.ConstructCollection(m_VFXBody, "HeatGaugeVFX_Collection");
     UnityEngine.Object.DontDestroyOnLoad(this.m_GunVFXCollection);
     this.m_HeatGaugeEmpty   = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_empty", this.m_GunVFXCollection);
     this.m_HeatGauge1       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_1", this.m_GunVFXCollection);
     this.m_HeatGauge2       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_2", this.m_GunVFXCollection);
     this.m_HeatGauge3       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_3", this.m_GunVFXCollection);
     this.m_HeatGauge4       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_4", this.m_GunVFXCollection);
     this.m_HeatGauge5       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_5", this.m_GunVFXCollection);
     this.m_HeatGauge6       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_6", this.m_GunVFXCollection);
     this.m_HeatGauge7       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_7", this.m_GunVFXCollection);
     this.m_HeatGauge8       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_8", this.m_GunVFXCollection);
     this.m_HeatGauge9       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_9", this.m_GunVFXCollection);
     this.m_HeatGauge10      = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_10", this.m_GunVFXCollection);
     this.m_HeatGauge1       = SpriteBuilder.AddSpriteToCollection("Items/Resources/VFX/HeatGauge/heat_gauge_full", this.m_GunVFXCollection);
     this.m_gun.OnPostFired += this.AddHeat;
     this.m_outlineMaterial  = SpriteOutlineManager.GetOutlineMaterial(this.m_gun.sprite);
     this.m_outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
 }
 private void DisableVFX(PlayerController user)
 {
     if (user)
     {
         Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(user.sprite);
         outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
     }
 }
Esempio n. 7
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        public override void OnPostFired(PlayerController player, Gun gun)
        {
            AkSoundEngine.PostEvent("Stop_WPN_All", base.gameObject);
            gun.PreventNormalFireAudio = true;
            AkSoundEngine.PostEvent("Play_BOSS_agunim_move_01", base.gameObject);
            targetPoint = player.unadjustedAimPoint;
            if (shotcountcontroller == 1)
            {
                Projectile         projectile1 = ((Gun)ETGMod.Databases.Items[9]).DefaultModule.projectiles[0];
                GameObject         gameObject1 = SpawnManager.SpawnProjectile(projectile1.gameObject, player.sprite.WorldCenter, Quaternion.Euler(0f, 0f, (player.CurrentGun == null) ? 0f : player.CurrentGun.CurrentAngle), true);
                Projectile         component1  = gameObject1.GetComponent <Projectile>();
                BounceProjModifier bounce      = component1.GetComponent <BounceProjModifier>();
                bounce.chanceToDieOnBounce = 0;
                bounce.numberOfBounces     = 6;
                PierceProjModifier stab = component1.GetComponent <PierceProjModifier>();
                stab.MaxBossImpacts = 4;
                stab.penetration    = 6;


                bool flag = component1 != null;
                if (flag)
                {
                    component1.Owner                     = player;
                    component1.Shooter                   = player.specRigidbody;
                    component1.baseData.speed            = 10f;
                    component1.baseData.range           *= 1f;
                    component1.baseData.damage           = 12f;
                    component1.angularVelocity           = 1000f;
                    component1.projectileHitHealth       = 50;
                    component1.collidesWithProjectiles   = true;
                    component1.AdditionalScaleMultiplier = 1.2f;
                    component1.pierceMinorBreakables     = true;
                    component1.HasDefaultTint            = true;
                    component1.DefaultTintColor          = UnityEngine.Color.cyan;
                }
                current_ball        = component1;
                shotcountcontroller = 0;
                Material outline = SpriteOutlineManager.GetOutlineMaterial(gun.sprite);
                outline.SetColor("_OverrideColor", new Color(63f, 236f, 165f));
            }
            else
            {
                Vector2 vector = current_ball.sprite.WorldCenter;
                Vector2 Aim    = player.unadjustedAimPoint;
                current_ball.SendInDirection(Aim - vector, false, true);

                foreach (var projectile in GetBullets())
                {
                    projectile.baseData.speed  = projectile.baseData.speed + 5;
                    projectile.baseData.damage = projectile.baseData.damage * 1.75f;
                    projectile.angularVelocity = projectile.angularVelocity * -1;
                    projectile.Update();
                    projectile.UpdateSpeed();
                }
            }
        }
Esempio n. 8
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 private void KillBoost(PlayerController player)
 {
     if (!hasBoost)
     {
         hasBoost = true;
         AddStat(PlayerStats.StatType.Damage, 1.5f, StatModifier.ModifyMethod.MULTIPLICATIVE);
         Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(Owner.sprite);
         outlineMaterial.SetColor("_OverrideColor", new Color(252f, 56f, 56f, 50f));
     }
 }
Esempio n. 9
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        private void EnableVFX(PlayerController Owner)
        {
            //Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(Owner.sprite);
            //outlineMaterial.SetColor("_OverrideColor", new Color(76f, 252f, 252f));
            //Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(Owner.sprite);
            //outlineMaterial.SetColor("_OverrideColor", new Color(0.3f, 0.988f, 0.988f));
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(Owner.sprite);

            outlineMaterial.SetColor("_OverrideColor", new Color(0f, 1f, 0f));
        }
Esempio n. 10
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        private void Proj(Projectile projectile)
        {
            float i = UnityEngine.Random.value;

            if (i < .05f)
            {
                projectile.baseData.damage = 75;
                Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(projectile.sprite);
                outlineMaterial.SetColor("_OverrideColor", new Color(252f, 56f, 56f, 50f));
            }
        }
Esempio n. 11
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        private void EnableVfx()
        {
            AkSoundEngine.PostEvent("Play_ITM_Macho_Brace_Active_01", this.gameObject);
            this.m_currentSprunSpinVfx = Toolbox.CreateSprenSpun(this.m_owner.CenterPosition);
            this.m_currentSprunSpinVfx.transform.parent = this.m_owner.transform;
            this.m_currentSprunSpinVfx.GetComponent <Toolbox.SprenSpunBehaviour>().ChangeDirection(Toolbox.SprenSpunBehaviour.SprenSpunRotateType.BACKWARDS);
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(this.m_owner.sprite);

            if (outlineMaterial != null)
            {
                outlineMaterial.SetColor("_OverrideColor", new Color(144f, 246f, 180f));
            }
        }
Esempio n. 12
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 private void DoPlayerFocus(AIActor actor)
 {
     if (actor != null || actor.healthHaver.IsAlive)
     {
         actor.healthHaver.AllDamageMultiplier -= .25f;
         Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(actor.sprite);
         outlineMaterial.SetColor("_OverrideColor", new Color(0, 0, 0));
     }
     if (Owner != null)
     {
         Owner.specRigidbody.OnPreRigidbodyCollision += ReflectProjectile;
     }
 }
Esempio n. 13
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        public override DebrisObject Drop(PlayerController player)
        {
            DebrisObject debrisObject = base.Drop(player);

            debrisObject.GetComponent <Bladelust>().m_pickedUpThisRun = true;
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(Owner.sprite);

            outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f, 0f));
            player.OnKilledEnemy        -= KillBoost;
            player.OnDealtDamageContext -= UseBoost;
            RemoveStat(PlayerStats.StatType.Damage);
            return(debrisObject);
        }
Esempio n. 14
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        public override void OnReloadPressed(PlayerController player, Gun gun, bool bSOMETHING)
        {
            if (gun.IsReloading && this.HasReloaded)
            {
                AkSoundEngine.PostEvent("Stop_WPN_All", base.gameObject);
                HasReloaded = false;

                base.OnReloadPressed(player, gun, bSOMETHING);
                Material outline = SpriteOutlineManager.GetOutlineMaterial(gun.sprite);
                outline.SetColor("_OverrideColor", new Color(0f, 0f, 0f));

                shotcountcontroller = 1;
            }
        }
Esempio n. 15
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 private void goopBoost()
 {
     if (base.Owner)
     {
         Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(base.Owner.sprite);
         this.goop = base.m_owner.CurrentGoop;
         bool flag1 = this.goop == this.goopLast;
         if (!flag1 && outlineMaterial != null)
         {
             this.RemoveStat(PlayerStats.StatType.Damage);
             this.RemoveStat(PlayerStats.StatType.RateOfFire);
             this.RemoveStat(PlayerStats.StatType.ReloadSpeed);
             this.RemoveStat(PlayerStats.StatType.AdditionalShotPiercing);
             this.RemoveStat(PlayerStats.StatType.EnemyProjectileSpeedMultiplier);
             this.DisableVFX(base.Owner);
             bool flag2 = this.goop == goopDefs[0];
             if (flag2)
             {
                 this.AddStat(PlayerStats.StatType.Damage, 1.5f, StatModifier.ModifyMethod.MULTIPLICATIVE);
                 outlineMaterial.SetColor("_OverrideColor", new Color(255f, 0f, 0f, 50f));
             }
             bool flag3 = this.goop == goopDefs[1];
             if (flag3)
             {
                 this.AddStat(PlayerStats.StatType.ReloadSpeed, 0.5f, StatModifier.ModifyMethod.MULTIPLICATIVE);
                 outlineMaterial.SetColor("_OverrideColor", new Color(0f, 128f, 0f, 50f));
             }
             bool flag4 = this.goop == goopDefs[2];
             if (flag4)
             {
                 this.AddStat(PlayerStats.StatType.RateOfFire, 1.5f, StatModifier.ModifyMethod.MULTIPLICATIVE);
                 outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 255f, 50f));
             }
             bool flag5 = this.goop == goopDefs[3];
             if (flag5)
             {
                 this.AddStat(PlayerStats.StatType.AdditionalShotPiercing, 1f, StatModifier.ModifyMethod.ADDITIVE);
                 outlineMaterial.SetColor("_OverrideColor", new Color32(212, 58, 58, 255));
             }
             bool flag6 = this.goop == goopDefs[4];
             if (flag6)
             {
                 this.AddStat(PlayerStats.StatType.EnemyProjectileSpeedMultiplier, 0.5f, StatModifier.ModifyMethod.MULTIPLICATIVE);
                 outlineMaterial.SetColor("_OverrideColor", new Color(255f, 255f, 0f, 50f));
             }
             base.Owner.stats.RecalculateStats(base.Owner, true, false);
             this.goopLast = this.goop;
         }
     }
 }
Esempio n. 16
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        private void DisableVfx()
        {
            AkSoundEngine.PostEvent("Play_ITM_Macho_Brace_Fade_01", this.gameObject);
            if (this.m_currentSprunSpinVfx != null)
            {
                Destroy(this.m_currentSprunSpinVfx);
            }
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(this.m_owner.sprite);

            if (outlineMaterial != null)
            {
                outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
            }
        }
Esempio n. 17
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 public void EnableMachoVFX(PlayerController target)
 {
     if (this.m_destroyVFXSemaphore == 0)
     {
         Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(target.sprite);
         if (outlineMaterial != null)
         {
             outlineMaterial.SetColor("_OverrideColor", new Color(99f, 99f, 0f));
         }
         if (EasyVFXDatabase.MachoBraceOverheadVFX && !this.m_instanceVFX)
         {
             this.m_instanceVFX = target.PlayEffectOnActor(EasyVFXDatabase.MachoBraceOverheadVFX, new Vector3(0f, 1.375f, 0f), true, true, false);
         }
     }
 }
Esempio n. 18
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 private void DoEnemyFocus(AIActor actor)
 {
     Owner.specRigidbody.OnPreRigidbodyCollision -= ReflectProjectile;
     if (actor != null || actor.healthHaver.IsAlive)
     {
         actor.healthHaver.AllDamageMultiplier += .25f;
         Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(actor.sprite);
         Color    specialPink     = new Color(254, 126, 229, 50f);
         outlineMaterial.SetColor("_OverrideColor", specialPink);
     }
     else
     {
         DoPlayerFocus(actor);
     }
 }
        // The select enemy method. This gets called when an enemy is hit with a regular projectile.
        void SelectEnemy(AIActor target)
        {
            DeselectEnemy(); // Deselect the current enemy if one is selected.

            // Give it a nice white outline.
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(target.sprite);

            if (outlineMaterial != null)
            {
                outlineMaterial.SetColor("_OverrideColor", new Color(60f, 60f, 60f));
            }

            CreateOminousSkull(target); // Creates the damage indicator skull above the enemy's head
            highlightedEnemy = target;  // Sets the targeted enemy variable
        }
        private void HandlePreCollision(SpeculativeRigidbody myRigidbody, PixelCollider myPixelCollider, SpeculativeRigidbody otherRigidbody, PixelCollider otherPixelCollider)
        {
            bool flag = otherRigidbody && otherRigidbody.healthHaver;

            if (flag)
            {
                if (myRigidbody.projectile.baseData.damage > otherRigidbody.healthHaver.GetCurrentHealth())
                {
                    this.extraDamage    = myRigidbody.projectile.baseData.damage - otherRigidbody.healthHaver.GetCurrentHealth();
                    this.hasExtraDamage = true;
                    Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(base.Owner.sprite);
                    outlineMaterial.SetColor("_OverrideColor", new Color32(120, 190, 85, 50));
                }
            }
        }
        void Update()
        {
            if (!this.gun.PreventNormalFireAudio) // Make it so the gun doesn't make any regular sound
            {
                this.gun.PreventNormalFireAudio = true;
            }

            // This happens if the player has the gun held.
            if (gun.CurrentOwner is PlayerController owner)
            {
                // If the player has the Hyperspeed Swing synergy, set their gun's fps to 30. Otherwise set it back to 20
                bool hasSynergy = owner.PlayerHasActiveSynergy("Hyperspeed Swing");
                int  fps        = (int)gun.spriteAnimator.GetClipByName(gun.shootAnimation).fps;
                if (fps == 20 && hasSynergy)
                {
                    GunExt.SetAnimationFPS(gun, 30);
                }
                else if (fps == 30 && !hasSynergy)
                {
                    GunExt.SetAnimationFPS(gun, 20);
                }

                // This section checks to see if the shoot button was pressed, and if it was, sets the clicked variable to true
                var input = BraveInput.GetInstanceForPlayer(owner.PlayerIDX);
                if (input.ActiveActions.ShootAction.State == true && input.ActiveActions.ShootAction.LastState == false)
                {
                    clicked = true;
                }
                if (gun.IsReloading) // If the gun is reloading (aka just combo killed an enemy), set clicked to false so the shooting animation stops
                {
                    clicked = false;
                }

                // This code checks to see if an enemy is targeted, and if it is, give it a bright white outline.
                if (highlightedEnemy != null)
                {
                    Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(highlightedEnemy.sprite);
                    if (outlineMaterial != null)
                    {
                        outlineMaterial.SetColor("_OverrideColor", new Color(60f, 60f, 60f));
                    }
                }
            }
            else
            {
                DeselectEnemy(); // If the gun isn't held by the player, deselect an enemy if one is selected.
            }
        }
Esempio n. 22
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        private void ReflectProjectile(SpeculativeRigidbody myRigidbody, PixelCollider myPixelCollider, SpeculativeRigidbody otherRigidbody, PixelCollider otherPixelCollider)
        {
            Projectile component = otherRigidbody.GetComponent <Projectile>();

            if (component != null && !(component.Owner is PlayerController))
            {
                if (UnityEngine.Random.value < .16f)
                {
                    PassiveReflectItem.ReflectBullet(component, true, Owner.specRigidbody.gameActor, 40f, 1f, .5f, 0f);
                    PhysicsEngine.SkipCollision = true;
                    Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(component.sprite);
                    Color    specialPink     = new Color(254, 126, 229, 50f);
                    outlineMaterial.SetColor("_OverrideColor", specialPink);
                }
            }
        }
Esempio n. 23
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 public void DisableMachoVFX(PlayerController target)
 {
     if (this.m_destroyVFXSemaphore == 0)
     {
         Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(target.sprite);
         if (outlineMaterial != null)
         {
             outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
         }
         if (!this.m_hasUsedShot)
         {
         }
         if (this.m_instanceVFX)
         {
             SpawnManager.Despawn(this.m_instanceVFX);
             this.m_instanceVFX = null;
         }
     }
 }
Esempio n. 24
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        private void Movement()
        {
            AngVel = Owner.NonZeroLastCommandedDirection.ToAngle();
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(Owner.sprite);

            if (AngVel == AngVelLast)
            {
                return;
            }
            RemoveStat(PlayerStats.StatType.ProjectileSpeed);
            RemoveStat(PlayerStats.StatType.Damage);
            RemoveStat(PlayerStats.StatType.RateOfFire);
            RemoveStat(PlayerStats.StatType.ReloadSpeed);

            this.DisableVFX(Owner);
            if (AngVel == 0f)
            {
                AddStat(PlayerStats.StatType.ProjectileSpeed, 1.3f, StatModifier.ModifyMethod.MULTIPLICATIVE);
                outlineMaterial.SetColor("_OverrideColor", new Color(54f, 208f, 255f, 50f));
            }

            if (AngVel == 90f)
            {
                AddStat(PlayerStats.StatType.RateOfFire, 1.3f, StatModifier.ModifyMethod.MULTIPLICATIVE);
                outlineMaterial.SetColor("_OverrideColor", new Color(232f, 255f, 54f, 50f));
            }

            if (AngVel == -180f)
            {
                AddStat(PlayerStats.StatType.Damage, 1.3f, StatModifier.ModifyMethod.MULTIPLICATIVE);
                outlineMaterial.SetColor("_OverrideColor", new Color(252f, 56f, 56f, 50f));
            }

            if (AngVel == -90f)
            {
                AddStat(PlayerStats.StatType.ReloadSpeed, .7f, StatModifier.ModifyMethod.MULTIPLICATIVE);
                outlineMaterial.SetColor("_OverrideColor", new Color(54f, 255f, 121f, 50f));
            }

            this.Owner.stats.RecalculateStats(Owner, true);
            AngVelLast = AngVel;
        }
        void DeselectEnemy()
        {
            assaultLevel = -1;            // Set your assault level back to -1 (meaning pre-dashed) since if theres no selected enemy there should be no combo
            if (highlightedEnemy != null) // This only happens if an enemy is currently selected
            {
                // Set it's outline back to black
                Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(highlightedEnemy.sprite);
                if (outlineMaterial != null)
                {
                    outlineMaterial.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
                }

                // Fade out the damage indicator skull if the enemy has one
                var skull = highlightedEnemy.GetComponent <SkullController>();
                if (skull != null)
                {
                    skull.FadeOut();
                }

                highlightedEnemy = null; // Set the targeted enemy variable to null
            }
        }
Esempio n. 26
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 //This block of code allows us to change the reload sounds.
 protected void Update()
 {
     if (gun.CurrentOwner)
     {
         if (!gun.PreventNormalFireAudio)
         {
             this.gun.PreventNormalFireAudio = true;
         }
         if (!gun.IsReloading && !HasReloaded)
         {
             this.HasReloaded = true;
         }
         if (gun.IsFiring)
         {
             Material outline = SpriteOutlineManager.GetOutlineMaterial(this.gun.sprite);
             outline.SetColor("_OverrideColor", new Color(195f, 191f, 191f));
         }
         else
         {
             Material outline = SpriteOutlineManager.GetOutlineMaterial(this.gun.sprite);
             outline.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
         }
     }
 }
        private void StartVFX(PlayerController user)
        {
            Material outline = SpriteOutlineManager.GetOutlineMaterial(user.sprite);

            outline.SetColor("_OverrideColor", new Color(63f, 236f, 165f));
        }
Esempio n. 28
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        private void EnableVFX(PlayerController user)
        {
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(user.sprite);

            outlineMaterial.SetColor("_OverrideColor", new Color(76f, 252f, 252f));
        }
        private void EnableVFX(PlayerController Owner)
        {
            Material outlineMaterial = SpriteOutlineManager.GetOutlineMaterial(Owner.sprite);

            outlineMaterial.SetColor("_OverrideColor", new Color(0f, 1f, 0f));
        }
Esempio n. 30
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        private void StopVFX(AIActor user)
        {
            Material outline = SpriteOutlineManager.GetOutlineMaterial(user.sprite);

            outline.SetColor("_OverrideColor", new Color(0f, 0f, 0f));
        }