/
TableTechKnife.cs
93 lines (79 loc) · 3.15 KB
/
TableTechKnife.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using ItemAPI;
using Dungeonator;
using System.Reflection;
using Random = System.Random;
using FullSerializer;
using System.Collections;
using Gungeon;
using MonoMod.RuntimeDetour;
namespace BunnyMod
{
public class TableTechKnife : PassiveItem
{
public static void Init()
{
string itemName = "Table Tech Knife";
string resourceName = "BunnyMod/Resources/actualtabletechknife.png";
GameObject obj = new GameObject(itemName);
TableTechKnife minigunrounds = obj.AddComponent<TableTechKnife>();
ItemBuilder.AddSpriteToObject(itemName, resourceName, obj);
string shortDesc = "Violent Flips";
string longDesc = "This ancient technique allows the user to create daggers from table flipping.\n\nThis Chapter of the Table Sutra has been cut out, presumably with a dagger.";
minigunrounds.SetupItem(shortDesc, longDesc, "bny");
//minigunrounds.AddToSubShop(ItemBuilder.ShopType.Cursula, 1f);
minigunrounds.quality = PickupObject.ItemQuality.B;
}
public override void Pickup(PlayerController player)
{
player.OnTableFlipCompleted = (Action<FlippableCover>)Delegate.Combine(player.OnTableFlipCompleted, new Action<FlippableCover>(this.HandleFlip));
base.Pickup(player);
}
private void HandleFlip(FlippableCover table)
{
PlayerController player = (GameManager.Instance.PrimaryPlayer);
bool flag = this.shield != null && this.shield.gameObject;
if (flag)
{
this.shield.ThrowShield();
}
this.shield = this.CreateEffect(player, 4, 2f);
}
private KnifeShieldEffect CreateEffect(PlayerController user, int numKnives, float radiusMultiplier = 2f)
{
KnifeShieldItem knifeShieldItem = (KnifeShieldItem)PickupObjectDatabase.GetById(65);
KnifeShieldEffect knifeShieldEffect = new GameObject("knife shield effect")
{
transform =
{
position = user.LockedApproximateSpriteCenter,
parent = user.transform
}
}.AddComponent<KnifeShieldEffect>();
knifeShieldEffect.numKnives = numKnives;
knifeShieldEffect.remainingHealth = knifeShieldItem.knifeHealth;
knifeShieldEffect.knifeDamage = knifeShieldItem.knifeDamage;
knifeShieldEffect.circleRadius = radiusMultiplier;
knifeShieldEffect.rotationDegreesPerSecond = knifeShieldItem.rotationDegreesPerSecond;
knifeShieldEffect.throwSpeed = knifeShieldItem.throwSpeed;
knifeShieldEffect.throwRange = knifeShieldItem.throwRange;
knifeShieldEffect.throwRadius = knifeShieldItem.throwRadius;
knifeShieldEffect.radiusChangeDistance = knifeShieldItem.radiusChangeDistance;
knifeShieldEffect.deathVFX = knifeShieldItem.knifeDeathVFX;
this.shieldPrefab = knifeShieldItem.knifePrefab;
knifeShieldEffect.Initialize(user, this.shieldPrefab);
return knifeShieldEffect;
}
// Token: 0x040000A1 RID: 161
// Token: 0x040000A2 RID: 162
private GameObject shieldPrefab;
// Token: 0x040000A3 RID: 163
public int Kills;
// Token: 0x040000A4 RID: 164
public KnifeShieldEffect shield;
}
}