Esempio n. 1
0
 private void OnCollision(SpeculativeRigidbody myRigidbody, PixelCollider myPixelCollider, SpeculativeRigidbody otherRigidbody, PixelCollider otherPixelCollider)
 {
     try
     {
         if (otherRigidbody && otherRigidbody.projectile)
         {
             ThinLineCollidee shouldCollide = otherRigidbody.projectile.gameObject.GetComponent <ThinLineCollidee>();
             if (shouldCollide != null)
             {
                 DoOnCollisionEffect(myRigidbody.sprite.WorldCenter);
             }
             else
             {
                 PhysicsEngine.SkipCollision = true;
             }
         }
     }
     catch (Exception e)
     {
         ETGModConsole.Log(e.Message);
         ETGModConsole.Log(e.StackTrace);
     }
 }
Esempio n. 2
0
        public static void Add()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("The Thin Line", "thinline");

            Game.Items.Rename("outdated_gun_mods:the_thin_line", "nn:the_thin_line");
            gun.gameObject.AddComponent <TheThinLine>();
            gun.SetShortDescription("Scienced To The Max");
            gun.SetLongDescription("A slimmed down, pocket version of the tachyon projectile emmitter known as the Fat Line." + "\n\nIt's projectiles defy each other, and have volatile effects upon meeting.");

            gun.SetupSprite(null, "thinline_idle_001", 8);

            gun.SetAnimationFPS(gun.shootAnimation, 10);

            gun.gunSwitchGroup = (PickupObjectDatabase.GetById(562) as Gun).gunSwitchGroup;
            for (int i = 0; i < 2; i++)
            {
                gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(86) as Gun, true, false);
            }

            //GUN STATS
            gun.reloadTime = 1f;
            gun.barrelOffset.transform.localPosition = new Vector3(1.37f, 0.87f, 0f);
            gun.SetBaseMaxAmmo(260);
            gun.ammo     = 200;
            gun.gunClass = GunClass.PISTOL;
            foreach (ProjectileModule mod in gun.Volley.projectiles)
            {
                mod.shootStyle          = ProjectileModule.ShootStyle.SemiAutomatic;
                mod.sequenceStyle       = ProjectileModule.ProjectileSequenceStyle.Random;
                mod.cooldownTime        = 0.20f;
                mod.numberOfShotsInClip = 6;
                mod.angleVariance       = 0f;

                if (mod != gun.DefaultModule)
                {
                    Projectile projectile = DataCloners.CopyFields <TachyonProjectile>(Instantiate(mod.projectiles[0]));
                    projectile.gameObject.SetActive(false);
                    FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                    UnityEngine.Object.DontDestroyOnLoad(projectile);
                    projectile.baseData.damage      *= 2f;
                    projectile.baseData.speed       *= 0.5f;
                    projectile.pierceMinorBreakables = true;
                    ThinLineCollidee collidee = projectile.gameObject.GetOrAddComponent <ThinLineCollidee>();
                    mod.ammoCost = 0;
                    projectile.AnimateProjectile(new List <string> {
                        "thinline_pinkproj_001",
                        "thinline_pinkproj_002",
                        "thinline_pinkproj_003",
                        "thinline_pinkproj_004",
                        "thinline_pinkproj_005",
                        "thinline_pinkproj_006",
                    }, 10, true, new List <IntVector2> {
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                    }, AnimateBullet.ConstructListOfSameValues(true, 6), AnimateBullet.ConstructListOfSameValues(tk2dBaseSprite.Anchor.MiddleCenter, 6), AnimateBullet.ConstructListOfSameValues(true, 6), AnimateBullet.ConstructListOfSameValues(false, 6),
                                                 AnimateBullet.ConstructListOfSameValues <Vector3?>(null, 6), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 6), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 6), AnimateBullet.ConstructListOfSameValues <Projectile>(null, 6));
                    mod.projectiles[0] = projectile;
                }
                else
                {
                    Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(mod.projectiles[0]);
                    projectile.gameObject.SetActive(false);
                    FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                    UnityEngine.Object.DontDestroyOnLoad(projectile);
                    projectile.baseData.damage *= 2f;
                    projectile.baseData.speed  *= 0.5f;
                    projectile.AnimateProjectile(new List <string> {
                        "thinline_blueproj_001",
                        "thinline_blueproj_002",
                        "thinline_blueproj_003",
                        "thinline_blueproj_004",
                        "thinline_blueproj_005",
                        "thinline_blueproj_006",
                    }, 10, true, new List <IntVector2> {
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                    }, AnimateBullet.ConstructListOfSameValues(true, 6), AnimateBullet.ConstructListOfSameValues(tk2dBaseSprite.Anchor.MiddleCenter, 6), AnimateBullet.ConstructListOfSameValues(true, 6), AnimateBullet.ConstructListOfSameValues(false, 6),
                                                 AnimateBullet.ConstructListOfSameValues <Vector3?>(null, 6), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 6), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 6), AnimateBullet.ConstructListOfSameValues <Projectile>(null, 6));
                    mod.ammoCost = 1;
                    ThinLineCollision collider = projectile.gameObject.GetOrAddComponent <ThinLineCollision>();
                    mod.projectiles[0] = projectile;
                }
            }
            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = CustomClipAmmoTypeToolbox.AddCustomAmmoType("Thinline Bullets", "NevernamedsItems/Resources/CustomGunAmmoTypes/thinline_clipfull", "NevernamedsItems/Resources/CustomGunAmmoTypes/thinline_clipempty");

            gun.quality = PickupObject.ItemQuality.B;
            ETGMod.Databases.Items.Add(gun, null, "ANY");

            gun.SetupUnlockOnCustomFlag(CustomDungeonFlags.PURCHASED_THETHINLINE, true);
            gun.AddItemToDougMetaShop(25);
            ID = gun.PickupObjectId;
        }