Esempio n. 1
0
        private AudioSource PlayMusicHook(On.GlobalAudioManager.orig_PlayMusic orig, GlobalAudioManager self, GlobalAudioManager.Sounds _sound, float _fade)
        {
            string songName = _sound.ToString();

            if (SL.Instance.AudioClips.ContainsKey(songName) &&
                At.GetValue(typeof(GlobalAudioManager), self, "s_musicSources") is DictionaryExt <GlobalAudioManager.Sounds, GlobalAudioManager.MusicSource> dict)
            {
                // set our custom clip to the actual GlobalAudioManager dictionary, so it works with the game systems as expected

                if (!dict.ContainsKey(_sound) && At.Call(self, "GetPrefabPath", new object[] { _sound }) is string prefabPath)
                {
                    GameObject gameObject = Resources.Load("_Sounds/" + prefabPath) as GameObject;
                    gameObject = Instantiate(gameObject);
                    AudioSource component = gameObject.GetComponent <AudioSource>();
                    DontDestroyOnLoad(gameObject);
                    dict.Add(_sound, new GlobalAudioManager.MusicSource(component));
                }

                dict[_sound].Source.clip = SL.Instance.AudioClips[_sound.ToString()];

                At.SetValue(dict, typeof(GlobalAudioManager), self, "s_musicSources");

                At.Call(self, "CleanUpMusic", null);

                At.SetValue(_sound, typeof(GlobalAudioManager), self, "s_currentMusic");

                StartCoroutine(FadeMusic(self, _sound, dict[_sound], _fade));

                return(dict[_sound].Source);
            }
            else
            {
                return(orig(self, _sound, _fade));
            }
        }
Esempio n. 2
0
        public static CharacterAI SetupBasicAI(Character _char)
        {
            // add required components for AIs (no setup required)
            _char.gameObject.AddComponent <NavMeshAgent>();
            _char.gameObject.AddComponent <AISquadMember>();
            _char.gameObject.AddComponent <EditorCharacterAILoadAI>();

            // add our basic AIStatesPrefab to a CharacterAI component. This is the prefab set up by SetupBasicAIPrefab(), below.
            CharacterAI charAI = _char.gameObject.AddComponent(new CharacterAI {
                AIStatesPrefab = BasicAIPrefab.GetComponent <AIRoot>()
            });

            // remove unwanted components
            if (_char.GetComponent <NavMeshObstacle>() is NavMeshObstacle navObstacle)
            {
                Destroy(navObstacle);
            }

            // initialize the AI States (not entirely necessary, but helpful if we want to do something with the AI immediately after)
            At.Call(charAI, "GetAIStates", new object[0]);

            return(charAI);
        }