コード例 #1
0
        public static void HandleLoadout(PlayerController player)
        {
            var starterGuns = AllStarterGuns[Random.Range(0, AllStarterGuns.Length)];

            player.inventory.AddGunToInventory(Gungeon.Game.Items[starterGuns.First] as Gun, false);
            if (!string.IsNullOrEmpty(starterGuns.Second))
            {
                player.inventory.AddGunToInventory(Gungeon.Game.Items[starterGuns.Second] as Gun, false);
            }
            if (BraveUtility.RandomBool())
            {
                var gun = GetWeightedRandomItem <Gun>();
                player.startingGunIds.Add(gun.PickupObjectId);
                LootEngine.TryGivePrefabToPlayer(gun.gameObject, player, true);
            }
            else
            {
                var active = GetWeightedRandomItem <PlayerItem>();
                player.startingActiveItemIds.Add(active.PickupObjectId);
                LootEngine.TryGivePrefabToPlayer(active.gameObject, player, true);
            }
            var passive = GetWeightedRandomItem <PassiveItem>();

            passive.CanBeDropped = false;
            player.startingGunIds.Add(passive.PickupObjectId);
            LootEngine.TryGivePrefabToPlayer(passive.gameObject, player, true);
        }
コード例 #2
0
        private void HandleRatBossSetup()
        {
            GameObject SpecialRatBoss = DungeonPlaceableUtility.InstantiateDungeonPlaceable(EnemyDatabase.GetOrLoadByGuid("6868795625bd46f3ae3e4377adce288b").gameObject, m_ParentRoom, new IntVector2(17, 28), true, AIActor.AwakenAnimationType.Awaken, true);
            AIActor    RatBossAIActor = SpecialRatBoss.GetComponent <AIActor>();

            if (RatBossAIActor != null)
            {
                PickupObject.ItemQuality targetQuality = (UnityEngine.Random.value >= 0.2f) ? ((!BraveUtility.RandomBool()) ? PickupObject.ItemQuality.C : PickupObject.ItemQuality.D) : PickupObject.ItemQuality.B;
                GenericLootTable         lootTable     = (!BraveUtility.RandomBool()) ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable;
                PickupObject             item          = LootEngine.GetItemOfTypeAndQuality <PickupObject>(targetQuality, lootTable, false);
                PickupObject             item2         = LootEngine.GetItemOfTypeAndQuality <PickupObject>(targetQuality, lootTable, false);
                Destroy(RatBossAIActor.gameObject.GetComponent <ResourcefulRatDeathController>());
                Destroy(RatBossAIActor.gameObject.GetComponent <ResourcefulRatRewardRoomController>());
                RatBossAIActor.State        = AIActor.ActorState.Awakening;
                RatBossAIActor.StealthDeath = true;
                RatBossAIActor.healthHaver.gameObject.AddComponent <ExpandSpawnGlitchObjectOnDeath>();
                ExpandSpawnGlitchObjectOnDeath ObjectSpawnerComponent = RatBossAIActor.healthHaver.gameObject.GetComponent <ExpandSpawnGlitchObjectOnDeath>();
                ObjectSpawnerComponent.spawnRatCorpse     = true;
                ObjectSpawnerComponent.ratCorpseSpawnsKey = true;
                ObjectSpawnerComponent.parentEnemyWasRat  = true;
                if (item && item2)
                {
                    RatBossAIActor.AdditionalSafeItemDrops = new List <PickupObject> {
                        item, item2
                    };
                }
                RatBossAIActor.healthHaver.enabled = true;
                RatBossAIActor.healthHaver.forcePreventVictoryMusic = true;
                RatBossAIActor.ConfigureOnPlacement(m_ParentRoom);
                RatBossAIActor.specRigidbody.CollideWithOthers = true;
            }
        }
コード例 #3
0
        private void DoItemSpawn()
        {
            if (ItemList == null)
            {
                ItemList = new List <PickupObject>();

                if (numberOfDefaultItemsToSpawn == 1)
                {
                    PickupObject.ItemQuality targetQuality = (Random.value >= 0.2f) ? ((!BraveUtility.RandomBool()) ? PickupObject.ItemQuality.C : PickupObject.ItemQuality.D) : PickupObject.ItemQuality.B;
                    GenericLootTable         lootTable     = (!BraveUtility.RandomBool()) ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable;
                    PickupObject             item          = LootEngine.GetItemOfTypeAndQuality <PickupObject>(targetQuality, lootTable, false);
                    if (item)
                    {
                        LootEngine.SpawnItem(item.gameObject, specRigidbody.GetUnitCenter(ColliderType.HitBox), Vector2.zero, 0f, true, true, false);
                    }
                    return;
                }
                else
                {
                    for (int i = 0; i < numberOfDefaultItemsToSpawn; i++)
                    {
                        PickupObject.ItemQuality targetQuality = (Random.value >= 0.2f) ? ((!BraveUtility.RandomBool()) ? PickupObject.ItemQuality.C : PickupObject.ItemQuality.D) : PickupObject.ItemQuality.B;
                        GenericLootTable         lootTable     = (!BraveUtility.RandomBool()) ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable;
                        PickupObject             item          = LootEngine.GetItemOfTypeAndQuality <PickupObject>(targetQuality, lootTable, false);
                        if (item)
                        {
                            ItemList.Add(item);
                        }
                    }
                }
            }

            if (ItemList.Count <= 0)
            {
                return;
            }
            if (ItemList.Count == 1)
            {
                LootEngine.SpawnItem(ItemList[0].gameObject, specRigidbody.GetUnitCenter(ColliderType.HitBox), Vector2.zero, 0f, true, true, false);
                return;
            }
            else if (ItemList.Count > 1)
            {
                foreach (PickupObject pickupObject in ItemList)
                {
                    LootEngine.SpawnItem(pickupObject.gameObject, specRigidbody.GetUnitCenter(ColliderType.HitBox), Vector2.zero, 0f, true, true, false);
                }
            }
            return;
        }
コード例 #4
0
        protected override void DoEffect(PlayerController user)
        {
            // AkSoundEngine.PostEvent("Play_BOSS_bulletbros_anger_01", gameObject);
            if (BraveUtility.RandomBool())
            {
                AkSoundEngine.PostEvent("Play_ENM_smiley_whistle_01", gameObject);
            }
            else
            {
                AkSoundEngine.PostEvent("Play_ENM_smiley_whistle_02", gameObject);
            }

            if (StaticReferenceManager.AllEnemies.Count > 0)
            {
                List <AIActor> m_BabyGoodHammers = new List <AIActor>();
                foreach (AIActor enemy in StaticReferenceManager.AllEnemies)
                {
                    if (enemy.EnemyGuid == CompanionGuid)
                    {
                        m_BabyGoodHammers.Add(enemy);
                    }
                }
                if (m_BabyGoodHammers.Count <= 0)
                {
                    StartCoroutine(HandleSpawnAnimation(user));
                    StartCoroutine(SpawnHammer(user));
                }
                else
                {
                    m_HammersHidden = true;
                    foreach (AIActor enemy in m_BabyGoodHammers)
                    {
                        enemy.gameObject.GetComponent <CompanionController>().enabled = false;
                        enemy.ToggleRenderers(false);
                        enemy.IsGone = true;
                        enemy.behaviorSpeculator.InterruptAndDisable();
                        enemy.specRigidbody.CollideWithOthers = false;
                        StartCoroutine(HandleSpawnAnimation(user, enemy.sprite.WorldBottomLeft));
                        StartCoroutine(SpawnHammer(user));
                    }
                }
            }
            else
            {
                StartCoroutine(HandleSpawnAnimation(user));
                StartCoroutine(SpawnHammer(user));
            }
        }
コード例 #5
0
        private void HandleHideKeyOnTable()
        {
            ExpandObjectDatabase objectDatabase         = new ExpandObjectDatabase();
            IntVector2           GlitchedTable1Position = new IntVector2(9, 10);
            IntVector2           GlitchedTable2Position = new IntVector2(9, 8);
            GameObject           GlitchedVerticalTable1 = ExpandUtility.GenerateDungeonPlacable(objectDatabase.TableVertical, false, true).InstantiateObject(m_ParentRoom, GlitchedTable1Position);
            GameObject           GlitchedVerticalTable2 = ExpandUtility.GenerateDungeonPlacable(objectDatabase.TableVertical, false, true).InstantiateObject(m_ParentRoom, GlitchedTable2Position);

            GlitchedVerticalTable1.transform.SetParent(m_ParentRoom.hierarchyParent, true);
            GlitchedVerticalTable2.transform.SetParent(m_ParentRoom.hierarchyParent, true);

            GlitchedVerticalTable1.AddComponent <ExpandKickableObject>();
            GlitchedVerticalTable2.AddComponent <ExpandKickableObject>();

            float RandomIntervalFloat       = UnityEngine.Random.Range(0.02f, 0.06f);
            float RandomDispFloat           = UnityEngine.Random.Range(0.1f, 0.16f);
            float RandomDispIntensityFloat  = UnityEngine.Random.Range(0.1f, 0.2f);
            float RandomColorProbFloat      = UnityEngine.Random.Range(0.05f, 0.2f);
            float RandomColorIntensityFloat = UnityEngine.Random.Range(0.1f, 0.22f);

            if (BraveUtility.RandomBool())
            {
                ExpandKickableObject GlitchedTable1Component = GlitchedVerticalTable1.GetComponent <ExpandKickableObject>();
                GlitchedTable1Component.SpawnedObject             = PickupObjectDatabase.GetById(727).gameObject;
                GlitchedTable1Component.willDefinitelyExplode     = true;
                GlitchedTable1Component.spawnObjectOnSelfDestruct = true;
                ExpandShaders.Instance.ApplyGlitchShader(GlitchedTable1Component.GetComponentInChildren <tk2dBaseSprite>(), true, RandomIntervalFloat, RandomDispFloat, RandomDispIntensityFloat, RandomColorProbFloat, RandomColorIntensityFloat);
            }
            else
            {
                ExpandKickableObject GlitchedTable1Component = GlitchedVerticalTable2.GetComponent <ExpandKickableObject>();
                GlitchedTable1Component.SpawnedObject             = PickupObjectDatabase.GetById(727).gameObject;
                GlitchedTable1Component.willDefinitelyExplode     = true;
                GlitchedTable1Component.spawnObjectOnSelfDestruct = true;
                ExpandShaders.Instance.ApplyGlitchShader(GlitchedTable1Component.GetComponentInChildren <tk2dBaseSprite>(), true, RandomIntervalFloat, RandomDispFloat, RandomDispIntensityFloat, RandomColorProbFloat, RandomColorIntensityFloat);
            }
            m_ParentRoom.RegisterInteractable(GlitchedVerticalTable1.GetComponentInChildren <FlippableCover>());
            m_ParentRoom.RegisterInteractable(GlitchedVerticalTable2.GetComponentInChildren <FlippableCover>());
            m_ParentRoom.RegisterInteractable(GlitchedVerticalTable1.GetComponent <ExpandKickableObject>());
            m_ParentRoom.RegisterInteractable(GlitchedVerticalTable2.GetComponent <ExpandKickableObject>());
        }
コード例 #6
0
        private IEnumerator DoSurprise()
        {
            yield return(new WaitForSeconds(0.7f));

            AkSoundEngine.PostEvent("play_obj_chest_open_01", gameObject);
            DoConfetti(sprite.WorldBottomCenter);
            PickupObject.ItemQuality targetQuality = PickupObject.ItemQuality.D;
            float   m_RandomFloat = UnityEngine.Random.value;
            Vector2 SpawnPosition = specRigidbody.GetPixelCollider(ColliderType.HitBox).UnitCenter;

            if (UnityEngine.Random.value < 0.3)
            {
                targetQuality = (m_RandomFloat >= 0.2f) ? ((!BraveUtility.RandomBool()) ? PickupObject.ItemQuality.B : PickupObject.ItemQuality.C) : PickupObject.ItemQuality.B;
            }
            else
            {
                targetQuality = (m_RandomFloat >= 0.2f) ? ((!BraveUtility.RandomBool()) ? PickupObject.ItemQuality.C : PickupObject.ItemQuality.D) : PickupObject.ItemQuality.C;
            }
            SurpriseChestEnemySpawnPool = SurpriseChestEnemySpawnPool.Shuffle();
            AIActor Enemy = AIActor.Spawn(EnemyDatabase.GetOrLoadByGuid(BraveUtility.RandomElement(SurpriseChestEnemySpawnPool)), SpawnPosition, m_room, true, AIActor.AwakenAnimationType.Spawn, true);

            if (Enemy)
            {
                Enemy.IgnoreForRoomClear = false;
                GenericLootTable lootTable = (!BraveUtility.RandomBool()) ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable;
                PickupObject     item      = LootEngine.GetItemOfTypeAndQuality <PickupObject>(targetQuality, lootTable, false);
                if (item)
                {
                    Enemy.AdditionalSafeItemDrops.Add(item);
                }
                ExpandParadropController paraDropController = Enemy.gameObject.AddComponent <ExpandParadropController>();
                paraDropController.Configured = true;
            }
            yield return(null);

            if (Enemy && !Enemy.IgnoreForRoomClear)
            {
                m_room.SealRoom();
            }
            yield break;
        }
コード例 #7
0
        private void AnimationEventTriggered(tk2dSpriteAnimator animator, tk2dSpriteAnimationClip clip, int frame)
        {
            if (clip.GetFrame(frame).eventInfo == "slam")
            {
                GameManager.Instance.MainCameraController.DoScreenShake(SlamScreenShakeSettings, (transform.position + new Vector3(0, 2f)), false);

                if (ImpactVFXObjects != null && ImpactVFXObjects.Length > 0)
                {
                    float SpawnPositionX  = UnityEngine.Random.Range((transform.position.x + 2), (transform.position.x + 3));
                    float SpawnPositionY  = UnityEngine.Random.Range((transform.position.y + 2), (transform.position.y + 9));
                    float SpawnPositionX2 = UnityEngine.Random.Range((transform.position.x + 2), (transform.position.x + 3));
                    float SpawnPositionY2 = UnityEngine.Random.Range((transform.position.y + 2), (transform.position.y + 9));

                    Vector3 SpawnPosition  = new Vector3(SpawnPositionX, SpawnPositionY);
                    Vector3 SpawnPosition2 = new Vector3(SpawnPositionX2, SpawnPositionY2);

                    Instantiate(BraveUtility.RandomElement(ImpactVFXObjects), SpawnPosition, Quaternion.identity);

                    if (BraveUtility.RandomBool())
                    {
                        Instantiate(BraveUtility.RandomElement(ImpactVFXObjects), SpawnPosition2, Quaternion.identity);
                    }

                    List <string> SoundFXList = new List <string>()
                    {
                        "Play_OBJ_rock_break_01", "Play_OBJ_boulder_crash_01", "Play_OBJ_stone_crumble_01"
                    };
                    SoundFXList = SoundFXList.Shuffle();
                    AkSoundEngine.PostEvent(BraveUtility.RandomElement(SoundFXList), gameObject);
                    if (BraveUtility.RandomBool())
                    {
                        AkSoundEngine.PostEvent("Play_PET_junk_splat_01", gameObject);
                    }
                }
            }
        }
コード例 #8
0
 private void TransitionToDepart(tk2dSpriteAnimator animator, tk2dSpriteAnimationClip clip)
 {
     GameManager.Instance.MainCameraController.DoDelayedScreenShake(departureShake, 0.25f, null);
     if (!m_depatureIsPlayerless)
     {
         for (int i = 0; i < GameManager.Instance.AllPlayers.Length; i++)
         {
             GameManager.Instance.AllPlayers[i].PrepareForSceneTransition();
         }
         float delay = 0.5f;
         Pixelator.Instance.FadeToBlack(delay, false, 0f);
         GameUIRoot.Instance.HideCoreUI(string.Empty);
         GameUIRoot.Instance.ToggleLowerPanels(false, false, string.Empty);
         if (GameManager.Instance.CurrentGameMode == GameManager.GameMode.SUPERBOSSRUSH)
         {
             GameManager.Instance.DelayedLoadBossrushFloor(delay);
         }
         else if (GameManager.Instance.CurrentGameMode == GameManager.GameMode.BOSSRUSH)
         {
             GameManager.Instance.DelayedLoadBossrushFloor(delay);
         }
         else
         {
             if (!GameManager.Instance.IsFoyer && GameManager.Instance.CurrentLevelOverrideState == GameManager.LevelOverrideState.NONE)
             {
                 GlobalDungeonData.ValidTilesets nextTileset = GameManager.Instance.GetNextTileset(GameManager.Instance.Dungeon.tileIndices.tilesetId);
                 GameManager.DoMidgameSave(nextTileset);
             }
             if (UsesOverrideTargetFloor)
             {
                 GlobalDungeonData.ValidTilesets overrideTargetFloor = OverrideTargetFloor;
                 if (overrideTargetFloor == GlobalDungeonData.ValidTilesets.CATACOMBGEON)
                 {
                     GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_catacombs");
                 }
                 else if (overrideTargetFloor == GlobalDungeonData.ValidTilesets.FORGEGEON)
                 {
                     GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_forge");
                 }
                 else if (overrideTargetFloor == GlobalDungeonData.ValidTilesets.OFFICEGEON)
                 {
                     ExpandStats.elevatorHasBeenUsed = true;
                     if (BraveUtility.RandomBool())
                     {
                         GameManager.Instance.InjectedFlowPath = BraveUtility.RandomElement(ExpandDungeonFlow.GlitchChestFlows);
                         GameManager.Instance.DelayedLoadNextLevel(delay);
                     }
                     else
                     {
                         GameManager.Instance.StartCoroutine(ExpandUtility.DelayedGlitchLevelLoad(delay, BraveUtility.RandomElement(ExpandDungeonFlow.GlitchChestFlows), useNakatomiTileset: BraveUtility.RandomBool()));
                     }
                 }
                 else if (overrideTargetFloor == GlobalDungeonData.ValidTilesets.WESTGEON)
                 {
                     GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_west");
                     // GameManager.Instance.StartCoroutine(ExpandUtility.DelayedGlitchLevelLoad(delay, "SecretGlitchFloor_Flow", true));
                 }
                 else
                 {
                     GameManager.Instance.DelayedLoadNextLevel(delay);
                 }
             }
             else
             {
                 GameManager.Instance.DelayedLoadNextLevel(delay);
             }
             AkSoundEngine.PostEvent("Stop_MUS_All", gameObject);
         }
     }
     elevatorFloor.SetActive(false);
     animator.AnimationCompleted = (Action <tk2dSpriteAnimator, tk2dSpriteAnimationClip>)Delegate.Remove(animator.AnimationCompleted, new Action <tk2dSpriteAnimator, tk2dSpriteAnimationClip>(TransitionToDepart));
     animator.PlayAndDisableObject(elevatorDepartAnimName, null);
 }
コード例 #9
0
        private IEnumerator BecomeMimic()
        {
            if (m_hands == null)
            {
                StartCoroutine(DoIntro());
            }

            if (!ChaosConsole.WallMimicsUseRewardManager)
            {
                m_ChaosModeActive = true;
            }
            if (m_GlitchModeActive)
            {
                m_ItemDropOdds += 0.2f; m_FriendlyMimicOdds += 0.2f;
            }

            m_isHidden = false;
            SpeculativeRigidbody specRigidbody = this.specRigidbody;

            specRigidbody.OnRigidbodyCollision = (SpeculativeRigidbody.OnRigidbodyCollisionDelegate)Delegate.Remove(specRigidbody.OnRigidbodyCollision, new SpeculativeRigidbody.OnRigidbodyCollisionDelegate(HandleRigidbodyCollision));
            SpeculativeRigidbody specRigidbody2 = this.specRigidbody;

            specRigidbody2.OnBeamCollision = (SpeculativeRigidbody.OnBeamCollisionDelegate)Delegate.Remove(specRigidbody2.OnBeamCollision, new SpeculativeRigidbody.OnBeamCollisionDelegate(HandleBeamCollision));
            AIAnimator tongueAnimator = aiAnimator.ChildAnimator;

            tongueAnimator.renderer.enabled       = true;
            tongueAnimator.spriteAnimator.enabled = true;
            AIAnimator spitAnimator = tongueAnimator.ChildAnimator;

            spitAnimator.renderer.enabled       = true;
            spitAnimator.spriteAnimator.enabled = true;
            tongueAnimator.PlayUntilFinished("spawn", false, null, -1f, false);
            float delay        = tongueAnimator.CurrentClipLength;
            float timer        = 0f;
            bool  hasPlayedVFX = false;

            while (timer < delay)
            {
                yield return(null);

                timer += BraveTime.DeltaTime;
                if (!hasPlayedVFX && delay - timer < 0.1f)
                {
                    hasPlayedVFX = true;
                    if (WallDisappearVFX)
                    {
                        Vector2 zero  = Vector2.zero;
                        Vector2 zero2 = Vector2.zero;
                        DungeonData.Direction facingDirection = m_facingDirection;
                        if (facingDirection != DungeonData.Direction.SOUTH)
                        {
                            if (facingDirection != DungeonData.Direction.EAST)
                            {
                                if (facingDirection == DungeonData.Direction.WEST)
                                {
                                    zero  = new Vector2(0f, -1f);
                                    zero2 = new Vector2(0f, 1f);
                                }
                            }
                            else
                            {
                                zero  = new Vector2(0f, -1f);
                                zero2 = new Vector2(0f, 1f);
                            }
                        }
                        else
                        {
                            zero  = new Vector2(0f, -1f);
                            zero2 = new Vector2(0f, 1f);
                        }
                        Vector2 min = Vector2.Min(pos1.ToVector2(), pos2.ToVector2()) + zero;
                        Vector2 max = Vector2.Max(pos1.ToVector2(), pos2.ToVector2()) + new Vector2(1f, 1f) + zero2;
                        for (int i = 0; i < 5; i++)
                        {
                            Vector2        v              = BraveUtility.RandomVector2(min, max, new Vector2(0.25f, 0.25f)) + new Vector2(0f, 1f);
                            GameObject     gameObject     = SpawnManager.SpawnVFX(WallDisappearVFX, v, Quaternion.identity);
                            tk2dBaseSprite tk2dBaseSprite = (!gameObject) ? null : gameObject.GetComponent <tk2dBaseSprite>();
                            if (tk2dBaseSprite)
                            {
                                tk2dBaseSprite.HeightOffGround = 8f;
                                tk2dBaseSprite.UpdateZDepth();
                            }
                        }
                    }
                }
            }
            if (!m_failedWallConfigure && m_GlitchModeActive)
            {
                if (aiActor.ParentRoom != null && GlitchEnemyList != null && GlitchEnemyList.Count > 0 && UnityEngine.Random.value <= m_spawnGitchEnemyOdds)
                {
                    float RandomIntervalFloat       = UnityEngine.Random.Range(0.02f, 0.06f);
                    float RandomDispFloat           = UnityEngine.Random.Range(0.1f, 0.16f);
                    float RandomDispIntensityFloat  = UnityEngine.Random.Range(0.1f, 0.4f);
                    float RandomColorProbFloat      = UnityEngine.Random.Range(0.05f, 0.2f);
                    float RandomColorIntensityFloat = UnityEngine.Random.Range(0.1f, 0.25f);

                    int count2 = this.specRigidbody.PixelColliders.Count;
                    this.specRigidbody.PixelColliders.RemoveAt(count2 - 1);
                    this.specRigidbody.PixelColliders.RemoveAt(count2 - 2);
                    StaticReferenceManager.AllShadowSystemDepthHavers.Remove(m_fakeWall.transform);
                    Destroy(m_fakeWall);
                    Destroy(m_fakeCeiling);

                    Vector3 targetPosForSpawn = m_startingPos + DungeonData.GetIntVector2FromDirection(m_facingDirection).ToVector3();
                    while (timer < delay)
                    {
                        aiAnimator.LockFacingDirection = true;
                        aiAnimator.FacingDirection     = DungeonData.GetAngleFromDirection(m_facingDirection);
                        yield return(null);

                        timer += BraveTime.DeltaTime;
                        transform.position = Vector3.Lerp(m_startingPos, targetPosForSpawn, Mathf.InverseLerp(0.42f, 0.58f, timer));
                        this.specRigidbody.Reinitialize();
                    }
                    yield return(null);

                    Vector3 FinalSpawnLocation             = transform.position;
                    Vector3 VFXExplosionLocation           = transform.position;
                    Vector2 VFXExplosionSource             = Vector2.zero;
                    DungeonData.Direction CurrentDirection = m_facingDirection;
                    if (CurrentDirection == DungeonData.Direction.WEST)
                    {
                        FinalSpawnLocation   += new Vector3(2.5f, 3.5f);
                        VFXExplosionLocation += new Vector3(3.5f, 3.5f);
                        VFXExplosionSource    = new Vector2(1, 0);
                    }
                    else if (CurrentDirection == DungeonData.Direction.EAST)
                    {
                        FinalSpawnLocation   += new Vector3(4f, 3.5f);
                        VFXExplosionLocation += new Vector3(3f, 3.5f);
                    }
                    else if (CurrentDirection == DungeonData.Direction.NORTH)
                    {
                        FinalSpawnLocation   += new Vector3(3.5f, 4f);
                        VFXExplosionLocation += new Vector3(3.5f, 3f);
                        VFXExplosionSource    = new Vector2(0, 1);
                    }
                    else if (CurrentDirection == DungeonData.Direction.SOUTH)
                    {
                        FinalSpawnLocation   += new Vector3(3.5f, 1.5f);
                        VFXExplosionLocation += new Vector3(3.5f, 2.5f);
                    }
                    yield return(null);

                    string        SelectedEnemy          = BraveUtility.RandomElement(GlitchEnemyList);
                    ExplosionData wallMimicExplosionData = new ExplosionData();
                    wallMimicExplosionData.CopyFrom(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultExplosionData);
                    wallMimicExplosionData.damage = 0f;
                    wallMimicExplosionData.force /= 1.6f;

                    if (SelectedEnemy != "RATCORPSE")
                    {
                        Exploder.Explode(VFXExplosionLocation, wallMimicExplosionData, VFXExplosionSource, ignoreQueues: true, damageTypes: CoreDamageTypes.None);
                        GameObject     SpawnVFXObject          = Instantiate((GameObject)ResourceCache.Acquire("Global VFX/VFX_Item_Spawn_Poof"));
                        tk2dBaseSprite SpawnVFXObjectComponent = SpawnVFXObject.GetComponent <tk2dBaseSprite>();
                        SpawnVFXObjectComponent.PlaceAtPositionByAnchor(FinalSpawnLocation + new Vector3(0f, 0.5f, 0f), tk2dBaseSprite.Anchor.MiddleCenter);
                        SpawnVFXObjectComponent.HeightOffGround = 1f;
                        SpawnVFXObjectComponent.UpdateZDepth();
                        AIActor glitchActor = AIActor.Spawn(EnemyDatabase.GetOrLoadByGuid(SelectedEnemy), FinalSpawnLocation, aiActor.ParentRoom, true, AIActor.AwakenAnimationType.Awaken, true);

                        /*if (aiActor.ParentRoom != null && !aiActor.ParentRoom.IsSealed && !glitchActor.IgnoreForRoomClear) {
                         *  if (GameManager.Instance.PrimaryPlayer.CurrentRoom == aiActor.ParentRoom && aiActor.ParentRoom.EverHadEnemies) {
                         *      aiActor.ParentRoom.SealRoom();
                         *  }
                         * }*/
                        PickupObject.ItemQuality targetGlitchEnemyItemQuality = (UnityEngine.Random.value >= 0.2f) ? ((!BraveUtility.RandomBool()) ? PickupObject.ItemQuality.C : PickupObject.ItemQuality.D) : PickupObject.ItemQuality.B;
                        GenericLootTable         glitchEnemyLootTable         = (!BraveUtility.RandomBool()) ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable;
                        PickupObject             glitchEnemyItem = LootEngine.GetItemOfTypeAndQuality <PickupObject>(targetGlitchEnemyItemQuality, glitchEnemyLootTable, false);

                        /*if (BraveUtility.RandomBool()) {
                         *  ChaosUtility.MakeCompanion(glitchActor);
                         * } else {
                         *  ChaosShaders.Instance.ApplyGlitchShader(glitchActor, glitchActor.sprite, true, RandomIntervalFloat, RandomDispFloat, RandomDispIntensityFloat, RandomColorProbFloat, RandomColorIntensityFloat);
                         * }*/

                        ChaosShaders.Instance.ApplyGlitchShader(glitchActor, glitchActor.sprite, true, RandomIntervalFloat, RandomDispFloat, RandomDispIntensityFloat, RandomColorProbFloat, RandomColorIntensityFloat);

                        if (glitchEnemyItem)
                        {
                            glitchActor.AdditionalSafeItemDrops.Add(glitchEnemyItem);
                        }
                    }
                    else
                    {
                        Exploder.Explode(VFXExplosionLocation, wallMimicExplosionData, VFXExplosionSource, ignoreQueues: true, damageTypes: CoreDamageTypes.None);
                        GameObject     SpawnVFXObject          = Instantiate((GameObject)ResourceCache.Acquire("Global VFX/VFX_Item_Spawn_Poof"));
                        tk2dBaseSprite SpawnVFXObjectComponent = SpawnVFXObject.GetComponent <tk2dBaseSprite>();
                        SpawnVFXObjectComponent.PlaceAtPositionByAnchor(FinalSpawnLocation + new Vector3(0f, 0.5f, 0f), tk2dBaseSprite.Anchor.MiddleCenter);
                        SpawnVFXObjectComponent.HeightOffGround = 1f;
                        SpawnVFXObjectComponent.UpdateZDepth();
                        GameObject   spawnedRatCorpseObject = Instantiate(ChaosPrefabs.RatCorpseNPC, FinalSpawnLocation, Quaternion.identity);
                        TalkDoerLite talkdoerComponent      = spawnedRatCorpseObject.GetComponent <TalkDoerLite>();
                        talkdoerComponent.transform.position.XY().GetAbsoluteRoom().RegisterInteractable(talkdoerComponent);
                        talkdoerComponent.transform.position.XY().GetAbsoluteRoom().TransferInteractableOwnershipToDungeon(talkdoerComponent);
                        talkdoerComponent.playmakerFsm.SetState("Set Mode");
                        ChaosUtility.AddHealthHaver(talkdoerComponent.gameObject, 60, flashesOnDamage: false, exploderSpawnsItem: true);
                    }
                    yield return(null);

                    Destroy(aiActor.gameObject);
                    yield break;
                }
            }
            PickupObject.ItemQuality targetQuality = (UnityEngine.Random.value >= 0.2f) ? ((!BraveUtility.RandomBool()) ? PickupObject.ItemQuality.C : PickupObject.ItemQuality.D) : PickupObject.ItemQuality.B;
            GenericLootTable         lootTable     = (!BraveUtility.RandomBool()) ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable;
            PickupObject             item          = LootEngine.GetItemOfTypeAndQuality <PickupObject>(targetQuality, lootTable, false);

            if (item)
            {
                if (m_ChaosModeActive)
                {
                    if (UnityEngine.Random.value <= m_ItemDropOdds)
                    {
                        aiActor.AdditionalSafeItemDrops.Add(item);
                    }
                    else
                    {
                        aiActor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(70));
                        if (BraveUtility.RandomBool())
                        {
                            aiActor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(70));
                        }
                        if (m_GlitchModeActive)
                        {
                            aiActor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(70));
                        }
                    }
                    if (UnityEngine.Random.value <= m_FriendlyMimicOdds)
                    {
                        m_isFriendlyMimic = true;
                    }
                }
                else
                {
                    aiActor.AdditionalSafeItemDrops.Add(item);
                }
            }
            else
            {
                if (m_ChaosModeActive && UnityEngine.Random.value <= m_FriendlyMimicOdds)
                {
                    m_isFriendlyMimic = true;
                }
            }
            aiActor.enabled            = true;
            behaviorSpeculator.enabled = true;
            if (aiActor.ParentRoom != null && aiActor.ParentRoom.IsSealed && !m_isFriendlyMimic)
            {
                aiActor.IgnoreForRoomClear = false;
            }
            // if (m_isFriendlyMimic) { ChaosUtility.MakeCompanion(aiActor); }
            if (m_isFriendlyMimic)
            {
                aiActor.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
            }
            if (!m_failedWallConfigure)
            {
                int count = this.specRigidbody.PixelColliders.Count;
                for (int j = 0; j < count - 2; j++)
                {
                    this.specRigidbody.PixelColliders[j].Enabled = true;
                }
                this.specRigidbody.PixelColliders.RemoveAt(count - 1);
                this.specRigidbody.PixelColliders.RemoveAt(count - 2);
                StaticReferenceManager.AllShadowSystemDepthHavers.Remove(m_fakeWall.transform);
                Destroy(m_fakeWall);
                Destroy(m_fakeCeiling);
            }
            else
            {
                int count = this.specRigidbody.PixelColliders.Count;
                for (int j = 0; j < count; j++)
                {
                    this.specRigidbody.PixelColliders[j].Enabled = true;
                }
            }
            for (int k = 0; k < m_hands.Length; k++)
            {
                m_hands[k].gameObject.SetActive(true);
            }
            aiActor.ToggleRenderers(true);
            if (aiShooter)
            {
                aiShooter.ToggleGunAndHandRenderers(true, "ChaosWallMimicController");
            }
            aiActor.IsGone           = false;
            healthHaver.IsVulnerable = true;
            aiActor.State            = AIActor.ActorState.Normal;
            for (int l = 0; l < m_hands.Length; l++)
            {
                m_hands[l].gameObject.SetActive(false);
            }
            m_isFinished = true;
            delay        = 0.58f;
            timer        = 0f;
            Vector3 targetPos = m_startingPos + DungeonData.GetIntVector2FromDirection(m_facingDirection).ToVector3();

            while (timer < delay)
            {
                aiAnimator.LockFacingDirection = true;
                aiAnimator.FacingDirection     = DungeonData.GetAngleFromDirection(m_facingDirection);
                yield return(null);

                timer += BraveTime.DeltaTime;
                transform.position = Vector3.Lerp(m_startingPos, targetPos, Mathf.InverseLerp(0.42f, 0.58f, timer));
                this.specRigidbody.Reinitialize();
            }
            aiAnimator.LockFacingDirection = false;
            knockbackDoer.SetImmobile(false, "ChaosWallMimicController");
            aiActor.CollisionDamage            = 0.5f;
            aiActor.CollisionKnockbackStrength = m_collisionKnockbackStrength;
            yield break;
        }
コード例 #10
0
        public void TeleportToGlitchRoom()
        {
            try {
                PlayerController primaryPlayer   = GameManager.Instance.PrimaryPlayer;
                PlayerController secondaryPlayer = GameManager.Instance.SecondaryPlayer;
                Dungeon          dungeon         = GameManager.Instance.Dungeon;

                ChaosRoomRandomizer roomRandomizer = new ChaosRoomRandomizer();

                int SelectedRoomIndex       = UnityEngine.Random.Range(0, roomRandomizer.MasterRoomArray.Length);
                int SelectedCombatRoomIndex = UnityEngine.Random.Range(0, ChaosPrefabs.CustomRoomTable.includedRooms.elements.Count);

                if (BraveUtility.RandomBool())
                {
                    SelectedPrototypeDungeonRoom = Instantiate(roomRandomizer.MasterRoomArray[SelectedRoomIndex]);
                }
                else
                {
                    SelectedPrototypeDungeonRoom = Instantiate(ChaosPrefabs.CustomRoomTable.includedRooms.elements[SelectedCombatRoomIndex].room);
                }
                Destroy(roomRandomizer);
                // roomRandomizer = null;

                if (SelectedPrototypeDungeonRoom == null)
                {
                    Invoke("TentacleRelease", 1f);
                    Invoke("TentacleShowPlayer", 1.45f);
                    Invoke("Unfreeze", 2f);
                    return;
                }

                if (SelectedPrototypeDungeonRoom.category == PrototypeDungeonRoom.RoomCategory.SECRET)
                {
                    SelectedPrototypeDungeonRoom.category = PrototypeDungeonRoom.RoomCategory.NORMAL;
                }

                SelectedPrototypeDungeonRoom.name = ("Glitched " + SelectedPrototypeDungeonRoom.name);

                GlitchRoom = ChaosUtility.Instance.AddCustomRuntimeRoom(SelectedPrototypeDungeonRoom);

                // Spawn Rainbow chest. This room doesn't spawn NPC it seems.(unless player hasn't unlocked it yet? Not likely. Most would have unlocked this one by now)
                if (GlitchRoom.GetRoomName().ToLower().EndsWith("earlymetashopcell"))
                {
                    IntVector2         SpecialChestLocation = new IntVector2(10, 14);
                    WeightedGameObject wChestObject         = new WeightedGameObject();
                    Chest RainbowChest = GameManager.Instance.RewardManager.Rainbow_Chest;
                    wChestObject.rawGameObject = RainbowChest.gameObject;
                    WeightedGameObjectCollection wChestObjectCollection = new WeightedGameObjectCollection();
                    wChestObjectCollection.Add(wChestObject);
                    Chest PlacableChest = GlitchRoom.SpawnRoomRewardChest(wChestObjectCollection, (SpecialChestLocation + GlitchRoom.area.basePosition));
                }

                primaryPlayer.EscapeRoom(PlayerController.EscapeSealedRoomStyle.TELEPORTER, true, GlitchRoom);
                primaryPlayer.WarpFollowersToPlayer();
                Invoke("TentacleRelease", 1f);
                Invoke("TentacleShowPlayer", 1.45f);
                Invoke("Unfreeze", 2f);

                if (GameManager.Instance.CurrentGameType == GameManager.GameType.COOP_2_PLAYER)
                {
                    GameManager.Instance.GetOtherPlayer(secondaryPlayer).ReuniteWithOtherPlayer(primaryPlayer, false);
                }
            } catch (Exception ex) {
                if (ChaosConsole.debugMimicFlag)
                {
                    ETGModConsole.Log("[DEBUG] Error! Exception occured while attempting to generate glitch room!", false);
                    ETGModConsole.Log(ex.Message, false);
                    ETGModConsole.Log(ex.Source, false);
                    ETGModConsole.Log(ex.StackTrace, false);
                    ETGModConsole.Log(ex.TargetSite.ToString(), false);
                    Debug.LogException(ex);
                }
                Invoke("TentacleRelease", 1f);
                Invoke("TentacleShowPlayer", 1.45f);
                Invoke("Unfreeze", 2f);
                return;
            }
            return;
        }
コード例 #11
0
    protected override IEnumerator Top()
    {
        for (int i = 0; i < 10; i++)
        {
            this.FireBurst((i % 2 != 0) ? "right gun" : "left gun");
            if (i % 3 == 2)
            {
                yield return(this.Wait(6));

                this.QuadShot(this.AimDirection + UnityEngine.Random.Range(-60f, 60f), (!BraveUtility.RandomBool()) ? "right gun" : "left gun", UnityEngine.Random.Range(9f, 11f));
                yield return(this.Wait(6));
            }
            yield return(this.Wait(12));
        }
        yield break;
    }
コード例 #12
0
        private void HandleChestRoomSetup()
        {
            AssetBundle          sharedAssets1  = ResourceManager.LoadAssetBundle("shared_auto_001");
            AssetBundle          sharedAssets2  = ResourceManager.LoadAssetBundle("shared_auto_002");
            ExpandObjectDatabase objectDatabase = new ExpandObjectDatabase();

            try {
                DungeonPlaceable ChestPlatform = sharedAssets2.LoadAsset <DungeonPlaceable>("Treasure_Dais_Stone_Carpet");
                GameObject       Chest_Black   = sharedAssets1.LoadAsset <GameObject>("Chest_Black");
                GameObject       Chest_Rainbow = sharedAssets1.LoadAsset <GameObject>("Chest_Rainbow");
                GameObject       Chest_Rat     = sharedAssets1.LoadAsset <GameObject>("Chest_Rat");

                IntVector2 TreasureChestCarpetPosition1 = new IntVector2(8, 29);
                IntVector2 TreasureChestCarpetPosition2 = new IntVector2(8, 54);
                IntVector2 SecretChestPosition1         = new IntVector2(8, 31);
                IntVector2 SecretChestPosition2         = new IntVector2(8, 56);
                GameObject TreasureChestStoneCarpet1    = ChestPlatform.InstantiateObject(m_ParentRoom, TreasureChestCarpetPosition1);
                GameObject TreasureChestStoneCarpet2    = ChestPlatform.InstantiateObject(m_ParentRoom, TreasureChestCarpetPosition2);
                TreasureChestStoneCarpet1.transform.position -= new Vector3(0.55f, 0);
                TreasureChestStoneCarpet2.transform.position -= new Vector3(0.55f, 0);
                TreasureChestStoneCarpet1.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                TreasureChestStoneCarpet2.transform.SetParent(m_ParentRoom.hierarchyParent, true);

                GameObject PlacedBlackChestObject   = ExpandUtility.GenerateDungeonPlacable(Chest_Black, false, true).InstantiateObject(m_ParentRoom, SecretChestPosition1);
                GameObject PlacedRainbowChestObject = ExpandUtility.GenerateDungeonPlacable(Chest_Rainbow, false, true).InstantiateObject(m_ParentRoom, SecretChestPosition2);
                PlacedBlackChestObject.transform.position    += new Vector3(0.5f, 0);
                PlacedRainbowChestObject.transform.position  += new Vector3(0.5f, 0);
                TreasureChestStoneCarpet1.transform.position += new Vector3(0.5f, 0);
                TreasureChestStoneCarpet2.transform.position += new Vector3(0.5f, 0);
                PlacedBlackChestObject.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PlacedRainbowChestObject.transform.SetParent(m_ParentRoom.hierarchyParent, true);

                tk2dBaseSprite PlacedBlackChestSprite = PlacedBlackChestObject.GetComponentInChildren <tk2dBaseSprite>();

                GenericLootTable BlackChestLootTable = GameManager.Instance.RewardManager.ItemsLootTable;

                Chest PlacedBlackChestComponent   = PlacedBlackChestObject.GetComponent <Chest>();
                Chest PlacedRainbowChestComponent = PlacedRainbowChestObject.GetComponent <Chest>();
                PlacedBlackChestComponent.ChestType           = Chest.GeneralChestType.ITEM;
                PlacedBlackChestComponent.lootTable.lootTable = BlackChestLootTable;
                bool LootTableCheck = PlacedBlackChestComponent.lootTable.canDropMultipleItems && PlacedBlackChestComponent.lootTable.overrideItemLootTables != null && PlacedBlackChestComponent.lootTable.overrideItemLootTables.Count > 0;
                if (LootTableCheck)
                {
                    PlacedBlackChestComponent.lootTable.overrideItemLootTables[0] = BlackChestLootTable;
                }
                PlacedBlackChestComponent.overrideMimicChance = 0f;
                PlacedBlackChestComponent.ForceUnlock();
                PlacedBlackChestComponent.PreventFuse = true;
                PlacedRainbowChestComponent.ForceUnlock();
                PlacedRainbowChestComponent.PreventFuse = true;
                m_ParentRoom.RegisterInteractable(PlacedBlackChestComponent);
                m_ParentRoom.RegisterInteractable(PlacedRainbowChestComponent);

                Vector3    SpecialLockedDoorPosition = (new Vector3(9, 52.25f) + m_ParentRoom.area.basePosition.ToVector3());
                GameObject SpecialLockedDoor         = Instantiate(objectDatabase.LockedJailDoor, SpecialLockedDoorPosition, Quaternion.identity);
                SpecialLockedDoor.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                InteractableLock SpecialLockedDoorComponent = SpecialLockedDoor.GetComponentInChildren <InteractableLock>();
                SpecialLockedDoorComponent.lockMode      = InteractableLock.InteractableLockMode.RESOURCEFUL_RAT;
                SpecialLockedDoorComponent.JailCellKeyId = 0;
                tk2dBaseSprite RainbowLockSprite = SpecialLockedDoorComponent.GetComponentInChildren <tk2dBaseSprite>();
                if (RainbowLockSprite != null)
                {
                    ExpandShaders.Instance.ApplyRainbowShader(RainbowLockSprite);
                }

                IntVector2 PuzzleChestPosition1       = new IntVector2(4, 19);
                IntVector2 PuzzleChestPosition2       = new IntVector2(12, 19);
                IntVector2 PuzzleChestPosition3       = new IntVector2(4, 40);
                IntVector2 PuzzleChestPosition4       = new IntVector2(12, 40);
                IntVector2 PuzzleChestPosition5       = new IntVector2(4, 50);
                IntVector2 PuzzleChestPosition6       = new IntVector2(12, 50);
                IntVector2 PuzzleChestCarpetPosition1 = (PuzzleChestPosition1 - new IntVector2(0, 1));
                IntVector2 PuzzleChestCarpetPosition2 = (PuzzleChestPosition2 - new IntVector2(0, 1));
                IntVector2 PuzzleChestCarpetPosition3 = (PuzzleChestPosition3 - new IntVector2(0, 1));
                IntVector2 PuzzleChestCarpetPosition4 = (PuzzleChestPosition4 - new IntVector2(0, 1));
                IntVector2 PuzzleChestCarpetPosition5 = (PuzzleChestPosition5 - new IntVector2(0, 1));
                IntVector2 PuzzleChestCarpetPosition6 = (PuzzleChestPosition6 - new IntVector2(0, 1));

                GameObject PlacedPuzzleRatChest1   = ExpandUtility.GenerateDungeonPlacable(Chest_Rat, false, true).InstantiateObject(m_ParentRoom, PuzzleChestPosition1, false, true);
                GameObject PlacedPuzzleRatChest2   = ExpandUtility.GenerateDungeonPlacable(Chest_Rat, false, true).InstantiateObject(m_ParentRoom, PuzzleChestPosition2, false, true);
                GameObject PlacedPuzzleRatChest3   = ExpandUtility.GenerateDungeonPlacable(Chest_Rat, false, true).InstantiateObject(m_ParentRoom, PuzzleChestPosition3, false, true);
                GameObject PlacedPuzzleRatChest4   = ExpandUtility.GenerateDungeonPlacable(Chest_Rat, false, true).InstantiateObject(m_ParentRoom, PuzzleChestPosition4, false, true);
                GameObject PlacedPuzzleRatChest5   = ExpandUtility.GenerateDungeonPlacable(Chest_Rat, false, true).InstantiateObject(m_ParentRoom, PuzzleChestPosition5, false, true);
                GameObject PlacedPuzzleRatChest6   = ExpandUtility.GenerateDungeonPlacable(Chest_Rat, false, true).InstantiateObject(m_ParentRoom, PuzzleChestPosition6, false, true);
                GameObject PuzzleChestStoneCarpet1 = ChestPlatform.InstantiateObject(m_ParentRoom, PuzzleChestCarpetPosition1);
                GameObject PuzzleChestStoneCarpet2 = ChestPlatform.InstantiateObject(m_ParentRoom, PuzzleChestCarpetPosition2);
                GameObject PuzzleChestStoneCarpet3 = ChestPlatform.InstantiateObject(m_ParentRoom, PuzzleChestCarpetPosition3);
                GameObject PuzzleChestStoneCarpet4 = ChestPlatform.InstantiateObject(m_ParentRoom, PuzzleChestCarpetPosition4);
                GameObject PuzzleChestStoneCarpet5 = ChestPlatform.InstantiateObject(m_ParentRoom, PuzzleChestCarpetPosition5);
                GameObject PuzzleChestStoneCarpet6 = ChestPlatform.InstantiateObject(m_ParentRoom, PuzzleChestCarpetPosition6);
                PlacedPuzzleRatChest1.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PlacedPuzzleRatChest2.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PlacedPuzzleRatChest3.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PlacedPuzzleRatChest4.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PlacedPuzzleRatChest5.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PlacedPuzzleRatChest6.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PuzzleChestStoneCarpet1.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PuzzleChestStoneCarpet2.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PuzzleChestStoneCarpet3.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PuzzleChestStoneCarpet4.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PuzzleChestStoneCarpet5.transform.SetParent(m_ParentRoom.hierarchyParent, true);
                PuzzleChestStoneCarpet6.transform.SetParent(m_ParentRoom.hierarchyParent, true);

                Chest PuzzleRatChest1Component = PlacedPuzzleRatChest1.GetComponent <Chest>();
                Chest PuzzleRatChest2Component = PlacedPuzzleRatChest2.GetComponent <Chest>();
                Chest PuzzleRatChest3Component = PlacedPuzzleRatChest3.GetComponent <Chest>();
                Chest PuzzleRatChest4Component = PlacedPuzzleRatChest4.GetComponent <Chest>();
                Chest PuzzleRatChest5Component = PlacedPuzzleRatChest5.GetComponent <Chest>();
                Chest PuzzleRatChest6Component = PlacedPuzzleRatChest6.GetComponent <Chest>();
                PuzzleRatChest1Component.PreventFuse         = true;
                PuzzleRatChest2Component.PreventFuse         = true;
                PuzzleRatChest3Component.PreventFuse         = true;
                PuzzleRatChest4Component.PreventFuse         = true;
                PuzzleRatChest5Component.PreventFuse         = true;
                PuzzleRatChest6Component.PreventFuse         = true;
                PuzzleRatChest1Component.overrideMimicChance = 0f;
                PuzzleRatChest2Component.overrideMimicChance = 0f;
                PuzzleRatChest3Component.overrideMimicChance = 0f;
                PuzzleRatChest4Component.overrideMimicChance = 0f;
                PuzzleRatChest5Component.overrideMimicChance = 0f;
                PuzzleRatChest6Component.overrideMimicChance = 0f;

                float Seed = UnityEngine.Random.value;

                if (Seed <= 0.5f)
                {
                    PuzzleRatChest1Component.forceContentIds = new List <int> {
                        68
                    };
                    PuzzleRatChest2Component.forceContentIds = new List <int> {
                        727, 727
                    };
                }
                else
                {
                    PuzzleRatChest1Component.forceContentIds = new List <int> {
                        727, 727
                    };
                    PuzzleRatChest2Component.forceContentIds = new List <int> {
                        68
                    };
                }
                if (BraveUtility.RandomBool())
                {
                    PuzzleRatChest3Component.forceContentIds = new List <int> {
                        70, 70, 70, 70
                    };
                    PuzzleRatChest4Component.forceContentIds = new List <int> {
                        727, 727
                    };
                }
                else
                {
                    PuzzleRatChest3Component.forceContentIds = new List <int> {
                        727, 727
                    };
                    PuzzleRatChest4Component.forceContentIds = new List <int> {
                        70, 70, 70, 70
                    };
                }
                if (BraveUtility.RandomBool())
                {
                    PuzzleRatChest5Component.forceContentIds = new List <int> {
                        74
                    };
                    PuzzleRatChest6Component.forceContentIds = new List <int> {
                        316
                    };
                }
                else
                {
                    PuzzleRatChest5Component.forceContentIds = new List <int> {
                        316
                    };
                    PuzzleRatChest6Component.forceContentIds = new List <int> {
                        74
                    };
                }

                PuzzleRatChest1Component.ConfigureOnPlacement(m_ParentRoom);
                PuzzleRatChest2Component.ConfigureOnPlacement(m_ParentRoom);
                PuzzleRatChest3Component.ConfigureOnPlacement(m_ParentRoom);
                PuzzleRatChest4Component.ConfigureOnPlacement(m_ParentRoom);
                PuzzleRatChest5Component.ConfigureOnPlacement(m_ParentRoom);
                PuzzleRatChest6Component.ConfigureOnPlacement(m_ParentRoom);
                m_ParentRoom.RegisterInteractable(PuzzleRatChest1Component);
                m_ParentRoom.RegisterInteractable(PuzzleRatChest2Component);
                m_ParentRoom.RegisterInteractable(PuzzleRatChest3Component);
                m_ParentRoom.RegisterInteractable(PuzzleRatChest4Component);
                m_ParentRoom.RegisterInteractable(PuzzleRatChest5Component);
                m_ParentRoom.RegisterInteractable(PuzzleRatChest6Component);

                Vector3 InfoSignPosition = (new Vector3(6, 4) + m_ParentRoom.area.basePosition.ToVector3());

                GameObject ChestPuzzleInfoSign = Instantiate(ExpandPrefabs.Jungle_BlobLostSign, InfoSignPosition, Quaternion.identity);
                ChestPuzzleInfoSign.name = "Lunk's Minigame Sign";
                ChestPuzzleInfoSign.GetComponent <ExpandNoteDoer>().stringKey = "A minigame Lunk created based on a game he used to play in a land far away.\nGuess the right chest to continue forward.\n If you can guess the correct chest 3 times, the ultimate prize shall be gained!";
                m_ParentRoom.RegisterInteractable(ChestPuzzleInfoSign.GetComponent <ExpandNoteDoer>());
            } catch (Exception ex) {
                if (ExpandStats.debugMode)
                {
                    string Message = "[ExpandTheGungeon] Warning: Exception caught in ExpandWestPuzzleRoomController.HandleChestRoomSetup!";
                    ETGModConsole.Log(Message);
                    Debug.Log(Message);
                    Debug.LogException(ex);
                }
            }
            sharedAssets1  = null;
            sharedAssets2  = null;
            objectDatabase = null;
        }
コード例 #13
0
        private static void PlaceRandomCorpses(Dungeon dungeon, RoomHandler currentRoom)
        {
            PrototypeDungeonRoom.RoomCategory roomCategory = currentRoom.area.PrototypeRoomCategory;

            int MaxObjectsPerRoom = 12;

            if (currentRoom != null && !string.IsNullOrEmpty(currentRoom.GetRoomName()) && !currentRoom.IsMaintenanceRoom() &&
                !currentRoom.GetRoomName().StartsWith("Boss Foyer") && !currentRoom.PrecludeTilemapDrawing)
            {
                if (Random.value <= 0.6f && roomCategory != PrototypeDungeonRoom.RoomCategory.ENTRANCE && roomCategory != PrototypeDungeonRoom.RoomCategory.REWARD)
                {
                    List <IntVector2> m_CachedPositions = new List <IntVector2>();
                    int MaxCorpseCount = MaxObjectsPerRoom;
                    if (Random.value <= 0.3f)
                    {
                        MaxCorpseCount = 20;
                    }
                    else if (roomCategory == PrototypeDungeonRoom.RoomCategory.BOSS)
                    {
                        MaxCorpseCount = 17;
                    }

                    int CorpseCount = Random.Range(6, MaxObjectsPerRoom);

                    for (int i = 0; i < CorpseCount; i++)
                    {
                        IntVector2?RandomVector = GetRandomAvailableCell(dungeon, currentRoom, m_CachedPositions);

                        if (RandomVector.HasValue)
                        {
                            if (Random.value <= 0.08f)
                            {
                                GameObject SkeletonCorpse = Object.Instantiate(ExpandPrefabs.Sarco_Skeleton, RandomVector.Value.ToVector3(), Quaternion.identity);
                                SkeletonCorpse.GetComponent <tk2dSprite>().HeightOffGround = -1;
                                SkeletonCorpse.GetComponent <tk2dSprite>().UpdateZDepth();
                                if (BraveUtility.RandomBool())
                                {
                                    SkeletonCorpse.GetComponent <tk2dSprite>().FlipX = true;
                                }
                                SkeletonCorpse.transform.parent = currentRoom.hierarchyParent;
                                RandomObjectsPlaced++;
                            }
                            else
                            {
                                GameObject WrithingBulletManCorpse = ExpandObjectDatabase.WrithingBulletman.InstantiateObject(currentRoom, (RandomVector.Value - currentRoom.area.basePosition));
                                WrithingBulletManCorpse.transform.parent = currentRoom.hierarchyParent;
                                RandomObjectsPlaced++;
                            }
                            if (m_CachedPositions.Count <= 0)
                            {
                                break;
                            }
                        }
                        else
                        {
                            RandomObjectsSkipped++;
                        }
                    }
                }
            }
        }
コード例 #14
0
        public void PlaceRandomJunkEnemies(Dungeon dungeon, RoomHandler roomHandler)
        {
            if (dungeon.IsGlitchDungeon)
            {
                return;
            }
            if (dungeon.tileIndices.tilesetId == GlobalDungeonData.ValidTilesets.RATGEON)
            {
                return;
            }

            if (Random.value <= 0.85f)
            {
                return;
            }

            int RandomEnemiesPlaced  = 0;
            int RandomEnemiesSkipped = 0;
            int MaxEnemies           = 1;
            int iterations           = 0;

            if (Random.value <= 0.1f)
            {
                MaxEnemies = 2;
            }

            if (dungeon.data.rooms == null | dungeon.data.rooms.Count <= 0)
            {
                return;
            }

            List <int> roomList = Enumerable.Range(0, dungeon.data.rooms.Count).ToList();

            roomList = roomList.Shuffle();

            if (roomHandler != null)
            {
                roomList = new List <int>(new int[] { dungeon.data.rooms.IndexOf(roomHandler) });
            }

            while (iterations < roomList.Count && RandomEnemiesPlaced < MaxEnemies)
            {
                RoomHandler currentRoom = dungeon.data.rooms[roomList[iterations]];
                PrototypeDungeonRoom.RoomCategory roomCategory = currentRoom.area.PrototypeRoomCategory;
                try {
                    if (currentRoom != null && !string.IsNullOrEmpty(currentRoom.GetRoomName()) &&
                        currentRoom.HasActiveEnemies(RoomHandler.ActiveEnemyType.RoomClear) && !currentRoom.IsMaintenanceRoom() &&
                        !currentRoom.IsSecretRoom && !currentRoom.IsWinchesterArcadeRoom && !currentRoom.IsGunslingKingChallengeRoom &&
                        !currentRoom.GetRoomName().StartsWith("Boss Foyer") && !currentRoom.GetRoomName().StartsWith(ExpandRoomPrefabs.Expand_Keep_TreeRoom.name) &&
                        !currentRoom.GetRoomName().StartsWith(ExpandRoomPrefabs.Expand_Keep_TreeRoom2.name))
                    {
                        if (roomCategory != PrototypeDungeonRoom.RoomCategory.BOSS && roomCategory != PrototypeDungeonRoom.RoomCategory.ENTRANCE &&
                            roomCategory != PrototypeDungeonRoom.RoomCategory.REWARD && roomCategory != PrototypeDungeonRoom.RoomCategory.EXIT)
                        {
                            if (RandomEnemiesPlaced >= MaxEnemies)
                            {
                                break;
                            }

                            List <IntVector2> m_CachedPositions       = new List <IntVector2>();
                            IntVector2?       RandomGlitchEnemyVector = GetRandomAvailableCellForEnemy(dungeon, currentRoom, m_CachedPositions);

                            if (RandomGlitchEnemyVector.HasValue)
                            {
                                if (Random.value <= 0.5f)
                                {
                                    m_GlitchEnemyDatabase.SpawnGlitchedRaccoon(currentRoom, RandomGlitchEnemyVector.Value, false, AIActor.AwakenAnimationType.Spawn, true);
                                }
                                else
                                {
                                    m_GlitchEnemyDatabase.SpawnGlitchedTurkey(currentRoom, RandomGlitchEnemyVector.Value, false, AIActor.AwakenAnimationType.Spawn, true);
                                }
                            }
                            else
                            {
                                RandomEnemiesSkipped++;
                            }

                            RandomEnemiesPlaced++;
                        }
                    }
                    iterations++;
                } catch (System.Exception ex) {
                    if (ExpandStats.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] Exception while setting up or placing enemy for current room" /*+ currentRoom.GetRoomName()*/, false);
                    }
                    if (ExpandStats.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] Skipping current room...", false);
                    }
                    if (ExpandStats.debugMode)
                    {
                        ETGModConsole.Log(ex.Message + ex.StackTrace + ex.Source, false);
                    }
                    if (RandomEnemiesPlaced >= MaxEnemies)
                    {
                        break;
                    }
                    iterations++;
                }
            }
            if (ExpandStats.debugMode)
            {
                ETGModConsole.Log("[DEBUG] Max Number of Junk Enemies assigned to floor: " + MaxEnemies, false);
                ETGModConsole.Log("[DEBUG] Number of Junk Enemies placed: " + RandomEnemiesPlaced, false);
                ETGModConsole.Log("[DEBUG] Number of Junk Enemies skipped: " + RandomEnemiesSkipped, false);
                if (RandomEnemiesPlaced <= 0)
                {
                    ETGModConsole.Log("[DEBUG] Error: No Junk Enemies have been placed!", false);
                }
            }
            if (RandomEnemiesPlaced > 0)
            {
                AIActor[] actors = FindObjectsOfType <AIActor>();
                if (actors != null & actors.Length > 0)
                {
                    foreach (AIActor actor in actors)
                    {
                        if (!string.IsNullOrEmpty(actor.ActorName))
                        {
                            if (actor.ActorName == "Junk Raccoon")
                            {
                                actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(127));
                                if (Random.value <= 0.2f)
                                {
                                    actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(127));
                                }
                                else
                                {
                                    if (Random.value <= 0.1f)
                                    {
                                        actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(74));
                                    }
                                    else
                                    {
                                        actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(85));
                                    }
                                }
                                if (Random.value <= 0.01f)
                                {
                                    if (GameManager.Instance.PrimaryPlayer.HasPickupID(641))
                                    {
                                        actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(74));
                                    }
                                    else
                                    {
                                        actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(641));
                                    }
                                }
                                else if (Random.value <= 0.01f)
                                {
                                    if (GameManager.Instance.PrimaryPlayer.HasPickupID(580))
                                    {
                                        actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(74));
                                    }
                                    else
                                    {
                                        actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(580));
                                    }
                                }
                            }
                            else if (actor.ActorName == "Junk Turkey")
                            {
                                if (BraveUtility.RandomBool())
                                {
                                    actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(600));
                                }
                                else
                                {
                                    actor.AdditionalSafeItemDrops.Add(PickupObjectDatabase.GetById(78));
                                }
                            }
                        }
                    }
                }
            }
            Destroy(m_GlitchEnemyDatabase);
            return;
        }
コード例 #15
0
        public static void InitFlow()
        {
            for (int i = 0; i < LoopRoomCount + 1; i++)
            {
                m_cachedNodes_01.Add(ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Custom_GlitchChestAlt_Flow, PrototypeDungeonRoom.RoomCategory.NORMAL));
                m_cachedNodes_04.Add(ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Custom_GlitchChestAlt_Flow, PrototypeDungeonRoom.RoomCategory.NORMAL));
            }

            for (int i = 0; i < SingleChainRoomCount + 1; i++)
            {
                m_cachedNodes_02.Add(ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Custom_GlitchChestAlt_Flow, PrototypeDungeonRoom.RoomCategory.NORMAL));
                m_cachedNodes_03.Add(ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Custom_GlitchChestAlt_Flow, PrototypeDungeonRoom.RoomCategory.NORMAL));
            }

            m_cachedNodes_01[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_01[LoopRoomCount].roomCategory        = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_02[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_02[SingleChainRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_03[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_03[SingleChainRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_04[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_04[LoopRoomCount].roomCategory        = PrototypeDungeonRoom.RoomCategory.CONNECTOR;

            bool bossShuffle = BraveUtility.RandomBool();

            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.name = "Custom_GlitchChestAlt_Flow";
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.fallbackRoomTable   = ChaosPrefabs.CustomRoomTableNoCastle;
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>()
            {
                ChaosDungeonFlows.BaseSubTypeRestrictions
            };
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.flowInjectionData   = new List <ProceduralFlowModifierData>(0);
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.sharedInjectionData = new List <SharedInjectionData>()
            {
                ChaosDungeonFlows.BaseSharedInjectionData
            };
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.Initialize();

            // Hub area
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_HubNode, null);

            // Big Entrance with first loop.
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_EntranceNode, m_HubNode);

            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_cachedNodes_01[0], m_HubNode);
            for (int i = 1; i < LoopRoomCount + 1; i++)
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_cachedNodes_01[i], m_cachedNodes_01[i - 1]);
            }

            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_ShopNode_01, m_cachedNodes_01[LoopRoomCount]);
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_ChestRoom_01, m_ShopNode_01);
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.LoopConnectNodes(m_HubNode, m_ChestRoom_01);

            // Maybe boss path. :P
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_cachedNodes_02[0], m_HubNode);
            for (int i = 1; i < SingleChainRoomCount + 1; i++)
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_cachedNodes_02[i], m_cachedNodes_02[i - 1]);
            }
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_ChestRoom_02, m_cachedNodes_02[SingleChainRoomCount]);
            if (bossShuffle)
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_BossFoyerNode, m_ChestRoom_02);
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_BossNode, m_BossFoyerNode);
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_ExitNode, m_BossNode);
            }
            else
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_FakeBossFoyerNode, m_ChestRoom_02);
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_FakeBossNode, m_FakeBossFoyerNode);
            }

            // Maybe boss path. :P
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_cachedNodes_03[0], m_EntranceNode);
            for (int i = 1; i < SingleChainRoomCount + 1; i++)
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_cachedNodes_03[i], m_cachedNodes_03[i - 1]);
            }
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_ChestRoom_03, m_cachedNodes_03[SingleChainRoomCount]);
            if (bossShuffle)
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_FakeBossFoyerNode, m_ChestRoom_03);
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_FakeBossNode, m_FakeBossFoyerNode);
            }
            else
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_BossFoyerNode, m_ChestRoom_03);
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_BossNode, m_BossFoyerNode);
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_ExitNode, m_BossNode);
            }

            // Second Loop
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_cachedNodes_04[0], m_EntranceNode);
            for (int i = 1; i < LoopRoomCount + 1; i++)
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_cachedNodes_04[i], m_cachedNodes_04[i - 1]);
            }
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.AddNodeToFlow(m_ChestRoom_04, m_cachedNodes_04[LoopRoomCount]);
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.LoopConnectNodes(m_ChestRoom_04, m_EntranceNode);
            ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.FirstNode = m_HubNode;
        }
コード例 #16
0
        private void PlaceWallMimics(Action <Dungeon, RoomHandler> orig, Dungeon dungeon, RoomHandler roomHandler)
        {
            // Used for debug read out information
            int NorthWallCount   = 0;
            int SouthWallCount   = 0;
            int EastWallCount    = 0;
            int WestWallCount    = 0;
            int WallMimicsPlaced = 0;
            int iterations       = 0;

            if (ExpandTheGungeon.LogoEnabled && GameManager.Instance.CurrentLevelOverrideState != GameManager.LevelOverrideState.FOYER)
            {
                ExpandTheGungeon.LogoEnabled = false;
            }

            if (ExpandTheGungeon.GameManagerHook == null)
            {
                if (ExpandStats.debugMode)
                {
                    Debug.Log("[ExpandTheGungeon] Installing GameManager.Awake Hook....");
                }
                ExpandTheGungeon.GameManagerHook = new Hook(
                    typeof(GameManager).GetMethod("Awake", BindingFlags.NonPublic | BindingFlags.Instance),
                    typeof(ExpandTheGungeon).GetMethod("GameManager_Awake", BindingFlags.NonPublic | BindingFlags.Instance),
                    typeof(GameManager)
                    );
            }

            ExpandStaticReferenceManager.ClearStaticPerLevelData();
            ExpandStaticReferenceManager.PopulateLists();

            try {
                int currentFloor          = GameManager.Instance.CurrentFloor;
                int numWallMimicsForFloor = MetaInjectionData.GetNumWallMimicsForFloor(dungeon.tileIndices.tilesetId);

                GameManager.LevelOverrideState levelOverrideState = GameManager.Instance.CurrentLevelOverrideState;

                if (levelOverrideState != GameManager.LevelOverrideState.NONE | levelOverrideState == GameManager.LevelOverrideState.TUTORIAL)
                {
                    if (ExpandStats.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] This floor has been excluded from having Wall Mimics", false);
                    }
                    return;
                }

                if (ExpandStats.debugMode)
                {
                    ETGModConsole.Log("[DEBUG] Current Floor: " + currentFloor, false);
                    ETGModConsole.Log("[DEBUG] Wall Mimics assigned by RewardManager: " + numWallMimicsForFloor, false);
                }

                SetupSecretDoorDestinations(dungeon);

                if (currentFloor < 4)
                {
                    PlaceGlitchElevator(dungeon);
                }

                ExpandJunkEnemySpawneer m_ExpandJunkEnemySpawneer = new ExpandJunkEnemySpawneer();
                m_ExpandJunkEnemySpawneer.PlaceRandomJunkEnemies(dungeon, roomHandler);
                m_ExpandJunkEnemySpawneer = null;

                if (dungeon.IsGlitchDungeon)
                {
                    ETGMod.AIActor.OnPreStart = (Action <AIActor>)Delegate.Combine(ETGMod.AIActor.OnPreStart, new Action <AIActor>(EnemyModRandomizer));
                }
                else
                {
                    ETGMod.AIActor.OnPreStart = (Action <AIActor>)Delegate.Remove(ETGMod.AIActor.OnPreStart, new Action <AIActor>(EnemyModRandomizer));
                }

                ExpandPlaceCorruptTiles m_CorruptTilePlayer = new ExpandPlaceCorruptTiles();
                m_CorruptTilePlayer.PlaceCorruptTiles(dungeon);
                m_CorruptTilePlayer = null;

                ExpandFloorDecorator FloorDecorator = new ExpandFloorDecorator();
                FloorDecorator.PlaceFloorDecoration(dungeon);
                FloorDecorator = null;

                if (numWallMimicsForFloor <= 0)
                {
                    if (ExpandStats.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] There will be no Wall Mimics assigned to this floor.", false);
                    }
                    return;
                }

                if (levelOverrideState == GameManager.LevelOverrideState.RESOURCEFUL_RAT)
                {
                    if (ExpandStats.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] The Resourceful Rat Maze has been excluded from having wall mimics.", false);
                    }
                    return;
                }

                if (ExpandStats.debugMode)
                {
                    ETGModConsole.Log("[DEBUG] Wall Mimics Assigned to Floor: " + numWallMimicsForFloor, false);
                }

                List <int> roomList = Enumerable.Range(0, dungeon.data.rooms.Count).ToList();
                roomList = roomList.Shuffle();

                if (roomHandler != null)
                {
                    roomList = new List <int>(new int[] { dungeon.data.rooms.IndexOf(roomHandler) });
                }

                List <Tuple <IntVector2, DungeonData.Direction> > validWalls = new List <Tuple <IntVector2, DungeonData.Direction> >();
                List <AIActor> enemiesList = new List <AIActor>();

                while (iterations < roomList.Count && WallMimicsPlaced < numWallMimicsForFloor)
                {
                    RoomHandler currentRoom = dungeon.data.rooms[roomList[iterations]];
                    if (!currentRoom.IsShop)
                    {
                        if (!currentRoom.area.IsProceduralRoom || currentRoom.area.proceduralCells == null)
                        {
                            if (currentRoom.area.PrototypeRoomCategory != PrototypeDungeonRoom.RoomCategory.BOSS || !BraveUtility.RandomBool())
                            {
                                if (!currentRoom.GetRoomName().StartsWith("DraGunRoom") && !currentRoom.IsMaintenanceRoom() && !BannedWallMimicRoomList.Contains(currentRoom.GetRoomName().ToLower()))
                                {
                                    if (currentRoom.connectedRooms != null)
                                    {
                                        for (int i = 0; i < currentRoom.connectedRooms.Count; i++)
                                        {
                                            if (currentRoom.connectedRooms[i] == null || currentRoom.connectedRooms[i].area.PrototypeRoomCategory == PrototypeDungeonRoom.RoomCategory.BOSS)
                                            {
                                            }
                                        }
                                    }
                                    if (roomHandler == null)
                                    {
                                        bool MaxMimicCountReached = false;
                                        currentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All, ref enemiesList);
                                        for (int j = 0; j < enemiesList.Count; j++)
                                        {
                                            AIActor aiactor = enemiesList[j];
                                            if (aiactor && aiactor.EnemyGuid == GameManager.Instance.RewardManager.WallMimicChances.EnemyGuid)
                                            {
                                                MaxMimicCountReached = true;
                                                break;
                                            }
                                        }
                                        if (MaxMimicCountReached)
                                        {
                                            goto IL_EXIT;
                                        }
                                    }
                                    validWalls.Clear();
                                    for (int Width = -1; Width <= currentRoom.area.dimensions.x; Width++)
                                    {
                                        for (int Height = -1; Height <= currentRoom.area.dimensions.y; Height++)
                                        {
                                            int X = currentRoom.area.basePosition.x + Width;
                                            int Y = currentRoom.area.basePosition.y + Height;
                                            if (dungeon.data.isWall(X, Y) && X % 4 == 0 && Y % 4 == 0)
                                            {
                                                int WallCount = 0;
                                                if (!dungeon.data.isWall(X - 1, Y + 2) && !dungeon.data.isWall(X, Y + 2) && !dungeon.data.isWall(X + 1, Y + 2) && !dungeon.data.isWall(X + 2, Y + 2) &&
                                                    !dungeon.data.isWall(X - 1, Y + 1) && !dungeon.data.isWall(X, Y + 1) && !dungeon.data.isWall(X + 1, Y + 1) && !dungeon.data.isWall(X + 2, Y + 1) &&
                                                    dungeon.data.isWall(X - 1, Y) && dungeon.data.isWall(X, Y) && dungeon.data.isWall(X + 1, Y) && dungeon.data.isWall(X + 2, Y) &&
                                                    dungeon.data.isWall(X - 1, Y - 1) && dungeon.data.isWall(X, Y - 1) && dungeon.data.isWall(X + 1, Y - 1) && dungeon.data.isWall(X + 2, Y - 1) &&
                                                    !dungeon.data.isPlainEmptyCell(X - 1, Y - 3) && !dungeon.data.isPlainEmptyCell(X, Y - 3) && !dungeon.data.isPlainEmptyCell(X + 1, Y - 3) && !dungeon.data.isPlainEmptyCell(X + 2, Y - 3))
                                                {
                                                    validWalls.Add(Tuple.Create(new IntVector2(X, Y), DungeonData.Direction.NORTH));
                                                    WallCount++;
                                                    SouthWallCount++;
                                                }
                                                else if (dungeon.data.isWall(X - 1, Y + 2) && dungeon.data.isWall(X, Y + 2) && dungeon.data.isWall(X + 1, Y + 2) && dungeon.data.isWall(X + 2, Y + 2) &&
                                                         dungeon.data.isWall(X - 1, Y + 1) && dungeon.data.isWall(X, Y + 1) && dungeon.data.isWall(X + 1, Y + 1) && dungeon.data.isWall(X + 2, Y + 1) &&
                                                         dungeon.data.isWall(X - 1, Y) && dungeon.data.isWall(X, Y) && dungeon.data.isWall(X + 1, Y) && dungeon.data.isWall(X + 2, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X, Y - 1) && dungeon.data.isPlainEmptyCell(X + 1, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X, Y + 4) && !dungeon.data.isPlainEmptyCell(X + 1, Y + 4))
                                                {
                                                    validWalls.Add(Tuple.Create(new IntVector2(X, Y), DungeonData.Direction.SOUTH));
                                                    WallCount++;
                                                    NorthWallCount++;
                                                }
                                                else if (dungeon.data.isWall(X, Y + 2) &&
                                                         dungeon.data.isWall(X, Y + 1) &&
                                                         dungeon.data.isWall(X - 1, Y) &&
                                                         dungeon.data.isWall(X, Y - 1) &&
                                                         dungeon.data.isWall(X, Y - 2) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y + 2) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y + 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X + 1, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X + 1, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y - 2))
                                                {
                                                    validWalls.Add(Tuple.Create(new IntVector2(X, Y), DungeonData.Direction.EAST));
                                                    WallCount++;
                                                    WestWallCount++;
                                                }
                                                else if (dungeon.data.isWall(X, Y + 2) &&
                                                         dungeon.data.isWall(X, Y + 1) &&
                                                         dungeon.data.isWall(X + 1, Y) &&
                                                         dungeon.data.isWall(X, Y - 1) &&
                                                         dungeon.data.isWall(X, Y - 2) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y + 2) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y + 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X - 1, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X - 1, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y - 2))
                                                {
                                                    validWalls.Add(Tuple.Create(new IntVector2(X - 1, Y), DungeonData.Direction.WEST));
                                                    WallCount++;
                                                    EastWallCount++;
                                                }
                                                if (WallCount > 0)
                                                {
                                                    bool flag2    = true;
                                                    int  XPadding = -5;
                                                    while (XPadding <= 5 && flag2)
                                                    {
                                                        int YPadding = -5;
                                                        while (YPadding <= 5 && flag2)
                                                        {
                                                            int x = X + XPadding;
                                                            int y = Y + YPadding;
                                                            if (dungeon.data.CheckInBoundsAndValid(x, y))
                                                            {
                                                                CellData cellData = dungeon.data[x, y];
                                                                if (cellData != null)
                                                                {
                                                                    if (cellData.type == CellType.PIT || cellData.diagonalWallType != DiagonalWallType.NONE)
                                                                    {
                                                                        flag2 = false;
                                                                    }
                                                                }
                                                            }
                                                            YPadding++;
                                                        }
                                                        XPadding++;
                                                    }
                                                    if (!flag2)
                                                    {
                                                        while (WallCount > 0)
                                                        {
                                                            validWalls.RemoveAt(validWalls.Count - 1);
                                                            WallCount--;
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                    if (roomHandler == null)
                                    {
                                        if (validWalls.Count > 0)
                                        {
                                            Tuple <IntVector2, DungeonData.Direction> WallCell = BraveUtility.RandomElement(validWalls);
                                            IntVector2            Position  = WallCell.First;
                                            DungeonData.Direction Direction = WallCell.Second;
                                            if (Direction != DungeonData.Direction.WEST)
                                            {
                                                currentRoom.RuntimeStampCellComplex(Position.x, Position.y, CellType.FLOOR, DiagonalWallType.NONE);
                                            }
                                            if (Direction != DungeonData.Direction.EAST)
                                            {
                                                currentRoom.RuntimeStampCellComplex(Position.x + 1, Position.y, CellType.FLOOR, DiagonalWallType.NONE);
                                            }
                                            AIActor orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(GameManager.Instance.RewardManager.WallMimicChances.EnemyGuid);
                                            AIActor.Spawn(orLoadByGuid, Position, currentRoom, true, AIActor.AwakenAnimationType.Default, true);
                                            validWalls.Remove(WallCell);
                                            WallMimicsPlaced++;
                                        }
                                    }
                                }
                            }
                        }
                    }
IL_EXIT:
                    iterations++;
                }
                if (WallMimicsPlaced > 0)
                {
                    PhysicsEngine.Instance.ClearAllCachedTiles();
                    if (ExpandStats.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] Number of Valid North Wall Mimics locations: " + NorthWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid South Wall Mimics locations: " + SouthWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid East Wall Mimics locations: " + EastWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid West Wall Mimics locations: " + WestWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Wall Mimics succesfully placed: " + WallMimicsPlaced, false);
                    }
                }
            } catch (Exception ex) {
                if (ExpandStats.debugMode)
                {
                    ETGModConsole.Log("[DEBUG] Exception occured in Dungeon.PlaceWallMimics!");
                }
                Debug.Log("Exception caught in Dungeon.PlaceWallMimics!");
                Debug.LogException(ex);
                if (WallMimicsPlaced > 0)
                {
                    PhysicsEngine.Instance.ClearAllCachedTiles();
                    if (ExpandStats.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] Number of Valid North Wall Mimics locations: " + NorthWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid South Wall Mimics locations: " + SouthWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid East Wall Mimics locations: " + EastWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid West Wall Mimics locations: " + WestWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Wall Mimics succesfully placed: " + WallMimicsPlaced, false);
                    }
                }
            }
        }
コード例 #17
0
        private void SelfDestructOnKick()
        {
            int   currentCurse                 = PlayerStats.GetTotalCurse();
            int   currentCoolness              = PlayerStats.GetTotalCoolness();
            float ExplodeOnKickChances         = 0.25f;
            float ExplodeOnKickDamageToEnemies = 150f;

            bool ExplodeOnKickDamagesPlayer = BraveUtility.RandomBool();

            if (willDefinitelyExplode)
            {
                ExplodeOnKickChances         = 1f;
                ExplodeOnKickDamagesPlayer   = false;
                ExplodeOnKickDamageToEnemies = 200f;
            }
            else
            {
                if (currentCoolness >= 3)
                {
                    ExplodeOnKickDamagesPlayer   = false;
                    ExplodeOnKickDamageToEnemies = 175f;
                }
                if (currentCurse >= 3)
                {
                    ExplodeOnKickChances         = 0.35f;
                    ExplodeOnKickDamageToEnemies = 200f;
                }
            }

            if (spawnObjectOnSelfDestruct && SpawnedObject != null && !m_objectSpawned)
            {
                m_objectSpawned = true;
                GameObject PlacedGlitchObject = ChaosUtility.GenerateDungeonPlacable(SpawnedObject, false, true).InstantiateObject(transform.position.GetAbsoluteRoom(), (specRigidbody.GetUnitCenter(ColliderType.HitBox) - transform.position.GetAbsoluteRoom().area.basePosition.ToVector2()).ToIntVector2(VectorConversions.Floor));
                PlacedGlitchObject.transform.parent = transform.position.GetAbsoluteRoom().hierarchyParent;

                if (PlacedGlitchObject.GetComponent <PickupObject>() != null)
                {
                    PickupObject PlacedGltichObjectComponent = PlacedGlitchObject.GetComponent <PickupObject>();
                    PlacedGltichObjectComponent.RespawnsIfPitfall = true;
                }
            }

            if (UnityEngine.Random.value <= ExplodeOnKickChances)
            {
                if (useDefaultExplosion)
                {
                    Exploder.DoDefaultExplosion(specRigidbody.GetUnitCenter(ColliderType.HitBox), Vector2.zero, null, true, CoreDamageTypes.None);
                    Exploder.DoRadialDamage(ExplodeOnKickDamageToEnemies, sprite.WorldCenter, 4f, ExplodeOnKickDamagesPlayer, true, true);
                }
                else
                {
                    Exploder.Explode(specRigidbody.GetUnitCenter(ColliderType.HitBox), TableExplosionData, Vector2.zero, null, false, CoreDamageTypes.None, false);
                }

                /*if (gameObject.GetComponent<FlippableCover>() != null) {
                 *  FlippableCover flippableCover = gameObject.GetComponent<FlippableCover>();
                 *      flippableCover.DestroyCover();
                 * } else if (gameObject.GetComponent<MajorBreakable>() != null) {
                 *  MajorBreakable majorBreakableComponent = gameObject.GetComponent<MajorBreakable>();
                 *  if (m_lastDirectionKicked.HasValue) {
                 *      majorBreakableComponent.Break(m_lastDirectionKicked.Value.ToVector2());
                 *  } else {
                 *      majorBreakableComponent.Break(new Vector2(0, 0));
                 *  }
                 * } else if (gameObject.GetComponent<MinorBreakable>() != null) {
                 *  MinorBreakable minorBreakableComponent = gameObject.GetComponent<MinorBreakable>();
                 *  minorBreakableComponent.Break();
                 * } else {
                 *  Destroy(gameObject);
                 * }*/
                Destroy(gameObject);
                return;
            }
            return;
        }
コード例 #18
0
        public void PlaceWallMimics(Action <Dungeon, RoomHandler> orig, Dungeon dungeon, RoomHandler roomHandler)
        {
            int WallMimicsPlaced      = 0;
            int WallMimicsPerRoom     = 1;
            int numWallMimicsForFloor = MetaInjectionData.GetNumWallMimicsForFloor(dungeon.tileIndices.tilesetId);
            int currentFloor          = GameManager.Instance.CurrentFloor;

            if (roomHandler != null)
            {
                goto IL_SKIP;
            }

            if (ExpandTheGungeon.LogoEnabled && GameManager.Instance.CurrentLevelOverrideState != GameManager.LevelOverrideState.FOYER)
            {
                ExpandTheGungeon.LogoEnabled = false;
            }

            if (GameManager.Instance.CurrentLevelOverrideState == GameManager.LevelOverrideState.FOYER)
            {
                ExpandSettings.phobosElevatorHasBeenUsed = false;
                ExpandSettings.elevatorHasBeenUsed       = false;
            }

            ExpandStaticReferenceManager.PopulateLists();

            GameManager.LevelOverrideState levelOverrideState = GameManager.Instance.CurrentLevelOverrideState;

            if (ExpandSettings.debugMode)
            {
                ETGModConsole.Log("[DEBUG] Current Floor: " + currentFloor, false);
            }

            try {
                if (ExpandTheGungeon.GameManagerHook == null)
                {
                    if (ExpandSettings.debugMode)
                    {
                        Debug.Log("[ExpandTheGungeon] Installing GameManager.Awake Hook....");
                    }
                    ExpandTheGungeon.GameManagerHook = new Hook(
                        typeof(GameManager).GetMethod("Awake", BindingFlags.NonPublic | BindingFlags.Instance),
                        typeof(ExpandTheGungeon).GetMethod("GameManager_Awake", BindingFlags.NonPublic | BindingFlags.Instance),
                        typeof(GameManager)
                        );
                }

                if (ExpandSettings.debugMode)
                {
                    ETGModConsole.Log("[DEBUG] Number of Wall Mimics RewardManager wants to spawn: " + numWallMimicsForFloor, false);
                }

                if (levelOverrideState != GameManager.LevelOverrideState.NONE | levelOverrideState == GameManager.LevelOverrideState.TUTORIAL | levelOverrideState == GameManager.LevelOverrideState.FOYER | dungeon.tileIndices.tilesetId == GlobalDungeonData.ValidTilesets.RATGEON)
                {
                    if (ExpandSettings.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] This floor has been excluded from having Wall Mimics", false);
                    }
                    if (ExpandSettings.debugMode && dungeon.tileIndices.tilesetId == GlobalDungeonData.ValidTilesets.RATGEON)
                    {
                        ETGModConsole.Log("[DEBUG] The Resourceful Rat Maze/tileset has been excluded from having wall mimics and other floor mods!", false);
                    }
                    return;
                }

                if (dungeon.data == null | dungeon.data.rooms.Count <= 0)
                {
                    if (ExpandSettings.debugMode)
                    {
                        ETGModConsole.Log("Dungeon has no rooms or Dungeon.data is null! This is super abnormal!", false);
                    }
                    return;
                }

                PlaceGlitchElevator(dungeon, currentFloor);

                ExpandJunkEnemySpawneer.PlaceRandomJunkEnemies(dungeon, roomHandler);

                if (ExpandSettings.EnableExpandedGlitchFloors)
                {
                    if (dungeon.IsGlitchDungeon)
                    {
                        ETGMod.AIActor.OnPreStart = (Action <AIActor>)Delegate.Combine(ETGMod.AIActor.OnPreStart, new Action <AIActor>(EnemyModRandomizer));
                    }
                    else
                    {
                        ETGMod.AIActor.OnPreStart = (Action <AIActor>)Delegate.Remove(ETGMod.AIActor.OnPreStart, new Action <AIActor>(EnemyModRandomizer));
                    }

                    ExpandPlaceCorruptTiles.PlaceCorruptTiles(dungeon);
                }

                ExpandFloorDecorator.PlaceFloorDecoration(dungeon);

                if (PlayerHasCorruptedJunk)
                {
                    CorruptRandomRooms(dungeon, currentFloor);
                }
            } catch (Exception ex) {
                if (ExpandSettings.debugMode)
                {
                    ETGModConsole.Log("[DEBUG] Exception caught in early setup code for ExpandMain.ExpandPlaceWallMimics!");
                }
                Debug.Log("Exception caught in early setup code for ExpandMain.ExpandPlaceWallMimics!");
                Debug.LogException(ex);
            }

            if (numWallMimicsForFloor <= 0 && !PlayerHasWallMimicItem)
            {
                if (ExpandSettings.debugMode)
                {
                    ETGModConsole.Log("[DEBUG] There will be no Wall Mimics for this floor.", false);
                }
                PhysicsEngine.Instance.ClearAllCachedTiles();
                return;
            }

IL_SKIP:

            if (roomHandler != null)
            {
                if (ExpandSettings.debugMode)
                {
                    ETGModConsole.Log("[DEBUG] Wall Mimics Assigned to specific room: " + numWallMimicsForFloor, false);
                }
                if (SpawnWallMimic(dungeon, roomHandler) == 0)
                {
                    if (ExpandSettings.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] Failed to find valid locations for a Wall Mimic in room: " + numWallMimicsForFloor + "!", false);
                    }
                }
            }
            else
            {
                List <RoomHandler> RoomList = new List <RoomHandler>();
                foreach (RoomHandler room in dungeon.data.rooms)
                {
                    if (room.area != null && !room.IsShop && !room.PrecludeTilemapDrawing && !string.IsNullOrEmpty(room.GetRoomName()) && room.area.PrototypeRoomCategory != PrototypeDungeonRoom.RoomCategory.SECRET)
                    {
                        if (!room.area.IsProceduralRoom || room.area.proceduralCells == null)
                        {
                            if (room.area.PrototypeRoomCategory != PrototypeDungeonRoom.RoomCategory.BOSS || !BraveUtility.RandomBool())
                            {
                                if (!room.GetRoomName().StartsWith("DraGunRoom") && !room.IsMaintenanceRoom() && !BannedWallMimicRoomList.Contains(room.GetRoomName().ToLower()))
                                {
                                    RoomList.Add(room);
                                }
                            }
                        }
                    }
                }

                int ValidRooms   = RoomList.Count;
                int RoomsChecked = 0;
                if (PlayerHasWallMimicItem)
                {
                    switch (dungeon.tileIndices.tilesetId)
                    {
                    case GlobalDungeonData.ValidTilesets.CATHEDRALGEON:
                        WallMimicsPerRoom = 2;
                        break;

                    case GlobalDungeonData.ValidTilesets.BELLYGEON:
                        WallMimicsPerRoom = 2;
                        break;

                    case GlobalDungeonData.ValidTilesets.CATACOMBGEON:
                        WallMimicsPerRoom = 2;
                        break;

                    case GlobalDungeonData.ValidTilesets.OFFICEGEON:
                        WallMimicsPerRoom = 2;
                        break;

                    case GlobalDungeonData.ValidTilesets.WESTGEON:
                        WallMimicsPerRoom = 2;
                        break;

                    case GlobalDungeonData.ValidTilesets.FORGEGEON:
                        WallMimicsPerRoom = 2;
                        break;

                    case GlobalDungeonData.ValidTilesets.HELLGEON:
                        WallMimicsPerRoom = 3;
                        break;

                    default:
                        WallMimicsPerRoom = 1;
                        break;
                    }
                    numWallMimicsForFloor = (ValidRooms * WallMimicsPerRoom);
                    if (ExpandSettings.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] Wall Mimics assigned by Cursed Bricks: " + (ValidRooms * WallMimicsPerRoom), false);
                    }
                }
IL_CHECKNEXTROOM:
                if (WallMimicsPlaced >= numWallMimicsForFloor | RoomList.Count <= 0 | RoomsChecked >= ValidRooms)
                {
                    if (ExpandSettings.debugMode)
                    {
                        ETGModConsole.Log("[DEBUG] All valid rooms for Wall Mimics have been checked. Placement complete.");
                        ETGModConsole.Log("[DEBUG] Wall Mimics Succewsfully Placed: " + WallMimicsPlaced);
                    }
                    PhysicsEngine.Instance.ClearAllCachedTiles();
                    return;
                }
                if (RoomList.Count > 1)
                {
                    RoomList = RoomList.Shuffle();
                }
                RoomHandler CurrentRoom = BraveUtility.RandomElement(RoomList);
                RoomList.Remove(CurrentRoom);
                RoomsChecked++;
                WallMimicsPlaced += SpawnWallMimic(dungeon, CurrentRoom, WallMimicsPerRoom);
                if (RoomsChecked < ValidRooms && WallMimicsPlaced < numWallMimicsForFloor)
                {
                    goto IL_CHECKNEXTROOM;
                }
            }
            if (ExpandSettings.debugMode)
            {
                ETGModConsole.Log("[DEBUG] All valid rooms for Wall Mimics have been checked. Placement complete.");
                ETGModConsole.Log("[DEBUG] Wall Mimics Succewsfully Placed: " + WallMimicsPlaced);
            }
            PhysicsEngine.Instance.ClearAllCachedTiles();
        }
コード例 #19
0
        private void TransitionToDepart(tk2dSpriteAnimator animator, tk2dSpriteAnimationClip clip)
        {
            GameManager.Instance.MainCameraController.DoDelayedScreenShake(departureShake, 0.25f, null);
            if (!m_depatureIsPlayerless)
            {
                for (int i = 0; i < GameManager.Instance.AllPlayers.Length; i++)
                {
                    GameManager.Instance.AllPlayers[i].PrepareForSceneTransition();
                }
                float delay = 0.5f;
                Pixelator.Instance.FadeToBlack(delay, false, 0f);
                GameUIRoot.Instance.HideCoreUI(string.Empty);
                GameUIRoot.Instance.ToggleLowerPanels(false, false, string.Empty);
                if (GameManager.Instance.CurrentGameMode == GameManager.GameMode.SUPERBOSSRUSH)
                {
                    GameManager.Instance.DelayedLoadBossrushFloor(delay);
                }
                else if (GameManager.Instance.CurrentGameMode == GameManager.GameMode.BOSSRUSH)
                {
                    GameManager.Instance.DelayedLoadBossrushFloor(delay);
                }
                else
                {
                    if (!GameManager.Instance.IsFoyer && GameManager.Instance.CurrentLevelOverrideState == GameManager.LevelOverrideState.NONE)
                    {
                        GlobalDungeonData.ValidTilesets nextTileset = GameManager.Instance.GetNextTileset(GameManager.Instance.Dungeon.tileIndices.tilesetId);
                        GameManager.DoMidgameSave(nextTileset);
                    }
                    if (IsGlitchElevator)
                    {
                        ExpandSettings.elevatorHasBeenUsed = true;
                        GameManager.Instance.StartCoroutine(ExpandUtility.DelayedGlitchLevelLoad(delay, BraveUtility.RandomElement(ExpandDungeonFlow.GlitchChestFlows), BraveUtility.RandomBool()));
                    }
                    else if (UsesOverrideTargetFloor)
                    {
                        GlobalDungeonData.ValidTilesets overrideTargetFloor = OverrideTargetFloor;
                        if (!string.IsNullOrEmpty(OverrideTargetFlorDungeonFlow))
                        {
                            GameManager.Instance.InjectedFlowPath = OverrideTargetFlorDungeonFlow;
                        }
                        switch (overrideTargetFloor)
                        {
                        case GlobalDungeonData.ValidTilesets.CASTLEGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_castle");
                            break;

                        case GlobalDungeonData.ValidTilesets.SEWERGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_sewer");
                            break;

                        case GlobalDungeonData.ValidTilesets.JUNGLEGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_jungle");
                            break;

                        case GlobalDungeonData.ValidTilesets.GUNGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt5");
                            break;

                        case GlobalDungeonData.ValidTilesets.CATHEDRALGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_cathedral");
                            break;

                        case GlobalDungeonData.ValidTilesets.BELLYGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_belly");
                            break;

                        case GlobalDungeonData.ValidTilesets.MINEGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_mines");
                            break;

                        case GlobalDungeonData.ValidTilesets.RATGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "ss_resourcefulrat");
                            break;

                        case GlobalDungeonData.ValidTilesets.CATACOMBGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_catacombs");
                            break;

                        case GlobalDungeonData.ValidTilesets.OFFICEGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_nakatomi");
                            break;

                        case GlobalDungeonData.ValidTilesets.WESTGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_west");
                            break;

                        case GlobalDungeonData.ValidTilesets.FORGEGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_forge");
                            break;

                        case GlobalDungeonData.ValidTilesets.HELLGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_bullethell");
                            break;

                        case GlobalDungeonData.ValidTilesets.SPACEGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_space");
                            break;

                        case GlobalDungeonData.ValidTilesets.PHOBOSGEON:
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_phobos");
                            break;

                        case GlobalDungeonData.ValidTilesets.FINALGEON:     // Use FINALGEON to specify a name that does not have a matching tilesetID
                            GameManager.Instance.DelayedLoadCustomLevel(delay, OverrideExactLevelName);
                            break;
                        }
                    }
                    else
                    {
                        GameManager.Instance.DelayedLoadNextLevel(delay);
                    }
                    AkSoundEngine.PostEvent("Stop_MUS_All", gameObject);
                }
            }
            elevatorFloor.SetActive(false);
            animator.AnimationCompleted = (Action <tk2dSpriteAnimator, tk2dSpriteAnimationClip>)Delegate.Remove(animator.AnimationCompleted, new Action <tk2dSpriteAnimator, tk2dSpriteAnimationClip>(TransitionToDepart));
            animator.PlayAndDisableObject(elevatorDepartAnimName, null);
        }
コード例 #20
0
        public void InitSpecialMods()
        {
            if (GameManager.Instance.Dungeon.tileIndices.tilesetId == GlobalDungeonData.ValidTilesets.CASTLEGEON)
            {
                List <AGDEnemyReplacementTier> m_cachedReplacementTiers = GameManager.Instance.EnemyReplacementTiers;
                // Removes special enemies added after the secret floor
                for (int i = 0; i < m_cachedReplacementTiers.Count; i++)
                {
                    if (m_cachedReplacementTiers[i].Name.ToLower().EndsWith("_Forge") | m_cachedReplacementTiers[i].Name.ToLower().EndsWith("_Hell"))
                    {
                        m_cachedReplacementTiers.Remove(m_cachedReplacementTiers[i]);
                    }
                }
            }

            if (ChaosDungeonFlows.Custom_GlitchChest_Flow.sharedInjectionData.Count > 0)
            {
                ChaosDungeonFlows.Custom_GlitchChest_Flow.sharedInjectionData.Clear();
            }

            if (ChaosDungeonFlows.Custom_Glitch_Flow.sharedInjectionData.Count > 0)
            {
                ChaosDungeonFlows.Custom_Glitch_Flow.sharedInjectionData.Clear();
            }

            if (ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.sharedInjectionData.Count > 0)
            {
                ChaosDungeonFlows.Custom_GlitchChestAlt_Flow.sharedInjectionData.Clear();
            }

            if (ChaosGlitchMod.isGlitchFloor && GameManager.Instance.Dungeon.tileIndices.tilesetId == GlobalDungeonData.ValidTilesets.PHOBOSGEON)
            {
                StartCoroutine(secretglitchfloor_flow.InitCustomObjects(UnityEngine.Random.value, BraveUtility.RandomBool(), BraveUtility.RandomBool()));
            }

            InitObjectMods(GameManager.Instance.Dungeon);

            ChaosDungeonFlows.isGlitchFlow = false;
            ChaosGlitchMod.isGlitchFloor   = false;
        }
コード例 #21
0
        private IEnumerator DoRickRoll()
        {
            yield return(new WaitForSeconds(0.1f));

            GameObject m_RickRollInstance = Instantiate(RickRollAnimationObject, (transform.position + new Vector3(0.1f, 0.5f, 0)), Quaternion.identity);
            Vector3    RickScale          = new Vector2(0.2f, 0.2f).ToVector3ZUp(1f);

            m_RickRollInstance.layer = LayerMask.NameToLayer("Unpixelated");
            m_RickRollInstance.transform.localScale = RickScale;
            if (majorBreakable)
            {
                majorBreakable.TemporarilyInvulnerable = true;
            }
            if (sprite)
            {
                sprite.HeightOffGround = -2f; sprite.UpdateZDepth();
            }
            tk2dSpriteAnimator m_RickRollAnimator = m_RickRollInstance.GetComponent <tk2dSpriteAnimator>();

            m_RickRollAnimator.Play("RickRollAnimation_Rise");
            while (m_RickRollAnimator.IsPlaying("RickRollAnimation_Rise"))
            {
                yield return(null);
            }
            m_RickRollAnimator.Play("RickRollAnimation");
            if (!ExpandSettings.youtubeSafeMode)
            {
                AkSoundEngine.PostEvent("Play_EX_RickRollMusic_01", gameObject);
            }
            else
            {
                GameManager.Instance.StartCoroutine(DoYouTubeSafeAnnouncement(new Vector3(1.5f, 3.5f)));
            }
            yield return(new WaitForSeconds(10));

            Destroy(m_RickRollInstance);
            if (majorBreakable)
            {
                majorBreakable.TemporarilyInvulnerable = false;
            }
            yield return(null);

            spriteAnimator.Play(breakAnimName);
            specRigidbody.enabled = false;
            IsBroken = true;
            Transform shadowTransform = transform.Find("Expand_RickRollChestShadow");

            if (shadowTransform != null)
            {
                Destroy(shadowTransform.gameObject);
            }
            if (m_room.npcSealState != RoomHandler.NPCSealState.SealNone)
            {
                m_room.npcSealState = RoomHandler.NPCSealState.SealNone;
            }
            Exploder.DoDefaultExplosion(sprite.WorldCenter, Vector2.zero, null, true, CoreDamageTypes.None, false);
            yield return(null);

            PickupObject.ItemQuality targetQuality = (UnityEngine.Random.value >= 0.2f) ? ((!BraveUtility.RandomBool()) ? PickupObject.ItemQuality.B : PickupObject.ItemQuality.C) : PickupObject.ItemQuality.B;
            GenericLootTable         lootTable     = (!BraveUtility.RandomBool()) ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable;
            PickupObject             item          = LootEngine.GetItemOfTypeAndQuality <PickupObject>(targetQuality, lootTable, false);

            if (item)
            {
                LootEngine.SpawnItem(item.gameObject, sprite.WorldCenter, Vector2.zero, 0f, true, true, false);
            }
            yield break;
        }
コード例 #22
0
        private void EnemyModRandomizer(AIActor targetActor)
        {
            // Finding too many issues being caused with Bosses to allow shader modifications on them.
            if (targetActor.healthHaver != null && targetActor.healthHaver.IsBoss)
            {
                return;
            }

            bool hasAltSkin = false;
            bool hasShader  = false;

            if (GameManager.Instance.Dungeon.tileIndices.tilesetId == GlobalDungeonData.ValidTilesets.PHOBOSGEON)
            {
                if (targetActor.EnemyGuid == "ba928393c8ed47819c2c5f593100a5bc")
                {
                    ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: ChaosPrefabs.StoneCubeCollection_West);
                }
            }

            if (ChaosConsole.isHardMode | ChaosConsole.isUltraMode)
            {
                if (ChaosLists.PreventBeingJammedOverrideList.Contains(targetActor.EnemyGuid))
                {
                    targetActor.PreventBlackPhantom = true;
                }
                if (ChaosLists.PreventDeathOnBossKillList.Contains(targetActor.EnemyGuid))
                {
                    targetActor.PreventAutoKillOnBossDeath = true;
                }
                if (targetActor.EnemyGuid == "eeb33c3a5a8e4eaaaaf39a743e8767bc")
                {
                    targetActor.AlwaysShowOffscreenArrow = true;
                }

                if ((targetActor.EnemyGuid == "128db2f0781141bcb505d8f00f9e4d47" | targetActor.EnemyGuid == "b54d89f9e802455cbb2b8a96a31e8259") && UnityEngine.Random.value < 0.3f)
                {
                    if (RedShotGunMan.BootlegRedShotGunManCollection == null)
                    {
                        RedShotGunMan.Init();
                    }
                    targetActor.optionalPalette             = null;
                    targetActor.procedurallyOutlined        = false;
                    targetActor.sprite.OverrideMaterialMode = tk2dBaseSprite.SpriteMaterialOverrideMode.NONE;
                    targetActor.sprite.renderer.material.SetTexture("_PaletteTex", null);
                    FieldInfo field = typeof(AIActor).GetField("m_isPaletteSwapped", BindingFlags.Instance | BindingFlags.NonPublic);
                    field.SetValue(targetActor, false);
                    if (targetActor.EnemyGuid == "128db2f0781141bcb505d8f00f9e4d47")
                    {
                        ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: RedShotGunMan.BootlegRedShotGunManCollection);
                    }
                    else
                    {
                        ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: BlueShotGunMan.BootlegBlueShotGunManCollection);
                    }
                    targetActor.OverrideDisplayName = ("Bootleg " + targetActor.GetActorName());
                    targetActor.ActorName          += "ALT";
                    hasAltSkin = true;
                    return;
                }
                if ((targetActor.EnemyGuid == "01972dee89fc4404a5c408d50007dad5" | targetActor.EnemyGuid == "db35531e66ce41cbb81d507a34366dfe") && UnityEngine.Random.value < 0.3f)
                {
                    float Selector = UnityEngine.Random.Range(0, 3);
                    if (Selector < 1)
                    {
                        if (BulletMan.BootlegBulletManCollection == null)
                        {
                            BulletMan.Init(targetActor);
                        }
                        ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: ChaosPrefabs.BulletManMonochromeCollection, overrideShader: ShaderCache.Acquire("tk2d/BlendVertexColorUnlitTilted"));
                        targetActor.OverrideDisplayName = ("1-Bit " + targetActor.GetActorName());
                        targetActor.ActorName          += "ALT";
                        hasAltSkin = true;
                        return;
                    }
                    else if (Selector >= 1)
                    {
                        ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: ChaosPrefabs.BulletManUpsideDownCollection);
                        targetActor.OverrideDisplayName = ("Bizarro " + targetActor.GetActorName());
                        targetActor.ActorName          += "ALT";
                        hasAltSkin = true;
                        return;
                    }
                    else if (Selector >= 2)
                    {
                        ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: BulletMan.BootlegBulletManCollection, overrideShader: ShaderCache.Acquire("tk2d/BlendVertexColorUnlitTilted"));
                        targetActor.OverrideDisplayName = ("Bootleg " + targetActor.GetActorName());
                        targetActor.ActorName          += "ALT";
                        hasAltSkin = true;
                        return;
                    }
                    return;
                }
                if (targetActor.EnemyGuid == "88b6b6a93d4b4234a67844ef4728382c" && UnityEngine.Random.value < 0.32f)
                {
                    if (BulletManBandana.BootlegBulletManBandanaCollection == null)
                    {
                        BulletManBandana.Init(targetActor);
                    }
                    ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: BulletManBandana.BootlegBulletManBandanaCollection, overrideShader: ShaderCache.Acquire("tk2d/BlendVertexColorUnlitTilted"));
                    targetActor.OverrideDisplayName = ("Bootleg " + targetActor.GetActorName());
                    targetActor.ActorName          += "ALT";
                    hasAltSkin = true;
                    return;
                }
                if (targetActor.EnemyGuid == "14ea47ff46b54bb4a98f91ffcffb656d" && BraveUtility.RandomBool())
                {
                    if (RatGrenade.RatGrenadeCollection == null)
                    {
                        RatGrenade.Init(targetActor);
                    }
                    ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: RatGrenade.RatGrenadeCollection);
                    targetActor.healthHaver.gameObject.AddComponent <ChaosExplodeOnDeath>();
                    ExplodeOnDeath RatExplodeComponent = targetActor.healthHaver.gameObject.GetComponent <ExplodeOnDeath>();
                    RatExplodeComponent.explosionData            = EnemyDatabase.GetOrLoadByGuid("b4666cb6ef4f4b038ba8924fd8adf38f").gameObject.GetComponent <ExplodeOnDeath>().explosionData;
                    RatExplodeComponent.deathType                = OnDeathBehavior.DeathType.Death;
                    RatExplodeComponent.triggerName              = string.Empty;
                    RatExplodeComponent.immuneToIBombApp         = false;
                    RatExplodeComponent.LinearChainExplosion     = false;
                    RatExplodeComponent.LinearChainExplosionData = EnemyDatabase.GetOrLoadByGuid("b4666cb6ef4f4b038ba8924fd8adf38f").gameObject.GetComponent <ExplodeOnDeath>().LinearChainExplosionData;
                    targetActor.CorpseObject = null;
                    hasAltSkin = true;
                    return;
                }

                if (targetActor.EnemyGuid == "2feb50a6a40f4f50982e89fd276f6f15" && BraveUtility.RandomBool())
                {
                    if (Bullat.BootlegBullatCollection == null)
                    {
                        Bullat.Init(targetActor);
                    }
                    ChaosUtility.ApplyCustomTexture(targetActor, prebuiltCollection: Bullat.BootlegBullatCollection);
                    AIActor TinyBlobulord = EnemyDatabase.GetOrLoadByGuid("d1c9781fdac54d9e8498ed89210a0238");
                    targetActor.behaviorSpeculator.OtherBehaviors    = TinyBlobulord.behaviorSpeculator.OtherBehaviors;
                    targetActor.behaviorSpeculator.TargetBehaviors   = TinyBlobulord.behaviorSpeculator.TargetBehaviors;
                    targetActor.behaviorSpeculator.OverrideBehaviors = TinyBlobulord.behaviorSpeculator.OverrideBehaviors;
                    targetActor.behaviorSpeculator.AttackBehaviors   = TinyBlobulord.behaviorSpeculator.AttackBehaviors;
                    targetActor.behaviorSpeculator.MovementBehaviors = TinyBlobulord.behaviorSpeculator.MovementBehaviors;
                    targetActor.DiesOnCollison       = true;
                    targetActor.procedurallyOutlined = false;
                    targetActor.OverrideDisplayName  = ("Bootleg " + targetActor.GetActorName());
                    hasAltSkin = true;
                    return;
                }

                if (!hasAltSkin && targetActor.EnemyGuid != "5e0af7f7d9de4755a68d2fd3bbc15df4")
                {
                    if (UnityEngine.Random.value <= 0.2f && !targetActor.IsBlackPhantom)
                    {
                        ChaosShaders.Instance.BecomeHologram(targetActor, BraveUtility.RandomBool());
                        hasShader = true;
                        return;
                    }
                    else if (UnityEngine.Random.value <= 0.16f && !targetActor.IsBlackPhantom)
                    {
                        ChaosShaders.Instance.ApplySpaceShader(targetActor.sprite);
                        hasShader = true;
                        return;
                    }
                    else if (UnityEngine.Random.value <= 0.15f && !targetActor.IsBlackPhantom)
                    {
                        ChaosShaders.Instance.BecomeRainbow(targetActor);
                        hasShader = true;
                        return;
                    }
                    else if (UnityEngine.Random.value <= 0.1f && !targetActor.IsBlackPhantom)
                    {
                        ChaosShaders.Instance.BecomeCosmicHorror(targetActor.sprite);
                        hasShader = true;
                        return;
                    }
                    else if (UnityEngine.Random.value <= 0.065f && !targetActor.IsBlackPhantom)
                    {
                        ChaosShaders.Instance.BecomeGalaxy(targetActor.sprite);
                        hasShader = true;
                        return;
                    }
                }
            }

            if (!hasAltSkin && !hasShader && ChaosConsole.GlitchEnemies && targetActor.EnemyGuid != "5e0af7f7d9de4755a68d2fd3bbc15df4" && !targetActor.IsBlackPhantom && UnityEngine.Random.value <= ChaosConsole.GlitchRandomActors)
            {
                float RandomIntervalFloat       = UnityEngine.Random.Range(0.02f, 0.06f);
                float RandomDispFloat           = UnityEngine.Random.Range(0.1f, 0.16f);
                float RandomDispIntensityFloat  = UnityEngine.Random.Range(0.1f, 0.4f);
                float RandomColorProbFloat      = UnityEngine.Random.Range(0.05f, 0.2f);
                float RnadomColorIntensityFloat = UnityEngine.Random.Range(0.1f, 0.25f);

                if (!targetActor.sprite.usesOverrideMaterial && !ChaosLists.DontGlitchMeList.Contains(targetActor.EnemyGuid))
                {
                    ChaosShaders.Instance.BecomeGlitched(targetActor, RandomIntervalFloat, RandomDispFloat, RandomDispIntensityFloat, RandomColorProbFloat, RnadomColorIntensityFloat);
                    if (!targetActor.healthHaver.IsBoss && !ChaosLists.blobsAndCritters.Contains(targetActor.EnemyGuid) && targetActor.GetComponent <ChaosSpawnGlitchObjectOnDeath>() == null)
                    {
                        if (UnityEngine.Random.value <= 0.25)
                        {
                            targetActor.gameObject.AddComponent <ChaosSpawnGlitchObjectOnDeath>();
                        }
                    }
                    ChaosGlitchedEnemies.GlitchExistingEnemy(targetActor);
                    if (!ChaosConsole.randomEnemySizeEnabled)
                    {
                        if (targetActor.healthHaver != null)
                        {
                            if (!targetActor.healthHaver.IsBoss)
                            {
                                targetActor.healthHaver.SetHealthMaximum(targetActor.healthHaver.GetMaxHealth() / 1.5f, null, false);
                            }
                            else
                            {
                                targetActor.healthHaver.SetHealthMaximum(targetActor.healthHaver.GetMaxHealth() / 1.25f, null, false);
                            }
                        }
                    }
                    if (UnityEngine.Random.value <= 0.1f && targetActor.EnemyGuid != "4d37ce3d666b4ddda8039929225b7ede" && targetActor.EnemyGuid != "19b420dec96d4e9ea4aebc3398c0ba7a" && targetActor.GetComponent <ExplodeOnDeath>() == null && targetActor.GetComponent <ChaosSpawnGlitchObjectOnDeath>() == null && targetActor.GetComponent <ChaosSpawnGlitchEnemyOnDeath>() == null)
                    {
                        try { targetActor.gameObject.AddComponent <ChaosExplodeOnDeath>(); } catch (Exception) { }
                    }
                }
                return;
            }
        }
コード例 #23
0
        public static DungeonFlow Apache_Fucking_Around_Flow()
        {
            DungeonFlowSubtypeRestriction m_SubTypeRestrictions = new DungeonFlowSubtypeRestriction()
            {
                baseCategoryRestriction       = PrototypeDungeonRoom.RoomCategory.NORMAL,
                normalSubcategoryRestriction  = PrototypeDungeonRoom.RoomNormalSubCategory.TRAP,
                bossSubcategoryRestriction    = PrototypeDungeonRoom.RoomBossSubCategory.FLOOR_BOSS,
                specialSubcategoryRestriction = PrototypeDungeonRoom.RoomSpecialSubCategory.UNSPECIFIED_SPECIAL,
                secretSubcategoryRestriction  = PrototypeDungeonRoom.RoomSecretSubCategory.UNSPECIFIED_SECRET,
                maximumRoomsOfSubtype         = 1
            };

            DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>();

            bool SecretRoomSelector = BraveUtility.RandomBool();

            m_CachedFlow.name = "Apache_Fucking_Around_Flow";
            m_CachedFlow.fallbackRoomTable   = ExpandPrefabs.CustomRoomTable2;
            m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>()
            {
                m_SubTypeRestrictions
            };
            m_CachedFlow.flowInjectionData   = new List <ProceduralFlowModifierData>(0);
            m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>(0);

            m_CachedFlow.Initialize();

            DungeonFlowNode m_EntranceNode  = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandPrefabs.elevator_entrance);
            DungeonFlowNode m_ExitNode      = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandPrefabs.tiny_exit);
            DungeonFlowNode m_BossNode      = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandPrefabs.doublebeholsterroom01);
            DungeonFlowNode m_BossFoyerNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.boss_foyer);

            // First chain of nodes starting off Entrance
            DungeonFlowNode m_ConnectorNode_01     = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR);
            DungeonFlowNode m_ConnectorNode_02     = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR);
            DungeonFlowNode m_ConnectorNode_03     = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR);
            DungeonFlowNode m_ConnectorNode_04     = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR);
            DungeonFlowNode m_ShopNode             = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.shop_room_table);
            DungeonFlowNode m_HubNode              = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB);
            DungeonFlowNode m_RewardNode_01        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room);
            DungeonFlowNode m_RewardNode_02        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room);
            DungeonFlowNode m_RewardNode_03        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.gungeon_rewardroom_1);
            DungeonFlowNode m_NormalNode_01        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_02        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_03        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_04        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_05        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_06        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_07        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_08        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_09        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_NormalNode_10        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_SecretNode_01        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET);
            DungeonFlowNode m_SecretNode_02        = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET);
            DungeonFlowNode m_LoopTargetNormalNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, oneWayLoopTarget: true);

            // Warp Wing chain
            DungeonFlowNode m_WarpWingConnectorNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_SecretElevatorDestinationRoom, isWarpWingNode: true);
            DungeonFlowNode m_WarpWingConnectorNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR);
            DungeonFlowNode m_WarpWingConnectorNode_03 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR);
            DungeonFlowNode m_WarpWingConnectorNode_04 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR);
            DungeonFlowNode m_WarpWingNormalNode_01    = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_WarpWingNormalNode_02    = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_WarpWingNormalNode_03    = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL);
            DungeonFlowNode m_WarpWingRewardNode_01    = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room);

            // Assign special elevator entrance room to one of the two guranteed secret rooms on this flow.
            if (SecretRoomSelector)
            {
                m_SecretNode_01.overrideExactRoom = ExpandRoomPrefabs.Expand_SecretElevatorEntranceRoom;
            }
            else
            {
                m_SecretNode_02.overrideExactRoom = ExpandRoomPrefabs.Expand_SecretElevatorEntranceRoom;
            }

            m_CachedFlow.AddNodeToFlow(m_EntranceNode, null);
            m_CachedFlow.AddNodeToFlow(m_ConnectorNode_01, m_EntranceNode);
            m_CachedFlow.AddNodeToFlow(m_ConnectorNode_02, m_ConnectorNode_01);
            m_CachedFlow.AddNodeToFlow(m_ConnectorNode_03, m_ConnectorNode_02);
            // Shop node branching off first connector node
            m_CachedFlow.AddNodeToFlow(m_ShopNode, m_ConnectorNode_01);
            // Huh node. A chest node then normal node leading to boss room/exit with a normal node and loop nodes connected to exit.
            m_CachedFlow.AddNodeToFlow(m_HubNode, m_ConnectorNode_01);
            m_CachedFlow.AddNodeToFlow(m_RewardNode_01, m_HubNode);
            m_CachedFlow.AddNodeToFlow(m_NormalNode_01, m_HubNode);
            m_CachedFlow.AddNodeToFlow(m_BossFoyerNode, m_NormalNode_01);
            m_CachedFlow.AddNodeToFlow(m_BossNode, m_BossFoyerNode);
            m_CachedFlow.AddNodeToFlow(m_ExitNode, m_BossNode);
            m_CachedFlow.AddNodeToFlow(m_NormalNode_02, m_ExitNode);
            m_CachedFlow.AddNodeToFlow(m_LoopTargetNormalNode, m_ExitNode);
            m_CachedFlow.AddNodeToFlow(m_NormalNode_03, m_LoopTargetNormalNode);
            m_CachedFlow.AddNodeToFlow(m_RewardNode_02, m_NormalNode_03);
            // Connect end of this chain back to first node in loop chain.
            m_CachedFlow.LoopConnectNodes(m_RewardNode_02, m_LoopTargetNormalNode);


            // Branch of nodes that leads off hub to mainly normal rooms, a chest and a couple secret rooms.
            m_CachedFlow.AddNodeToFlow(m_NormalNode_04, m_HubNode);
            m_CachedFlow.AddNodeToFlow(m_NormalNode_05, m_NormalNode_04);
            m_CachedFlow.AddNodeToFlow(m_NormalNode_06, m_NormalNode_05);
            m_CachedFlow.AddNodeToFlow(m_NormalNode_07, m_NormalNode_06);
            m_CachedFlow.AddNodeToFlow(m_SecretNode_01, m_NormalNode_06);

            m_CachedFlow.AddNodeToFlow(m_NormalNode_08, m_NormalNode_05);
            m_CachedFlow.AddNodeToFlow(m_NormalNode_09, m_NormalNode_08);
            m_CachedFlow.AddNodeToFlow(m_NormalNode_10, m_NormalNode_09);
            m_CachedFlow.AddNodeToFlow(m_SecretNode_02, m_NormalNode_10);
            m_CachedFlow.AddNodeToFlow(m_RewardNode_03, m_NormalNode_10);

            // Warpwing CHain of nodes with 1 reward room
            m_CachedFlow.AddNodeToFlow(m_WarpWingConnectorNode_01, m_HubNode);
            m_CachedFlow.AddNodeToFlow(m_WarpWingNormalNode_01, m_WarpWingConnectorNode_01);
            m_CachedFlow.AddNodeToFlow(m_WarpWingRewardNode_01, m_WarpWingNormalNode_01);
            m_CachedFlow.AddNodeToFlow(m_WarpWingConnectorNode_02, m_WarpWingConnectorNode_01);
            m_CachedFlow.AddNodeToFlow(m_WarpWingNormalNode_02, m_WarpWingConnectorNode_02);
            m_CachedFlow.AddNodeToFlow(m_WarpWingConnectorNode_03, m_WarpWingNormalNode_02);
            m_CachedFlow.AddNodeToFlow(m_WarpWingConnectorNode_04, m_WarpWingConnectorNode_03);
            m_CachedFlow.AddNodeToFlow(m_WarpWingNormalNode_03, m_WarpWingConnectorNode_04);


            m_CachedFlow.FirstNode = m_EntranceNode;

            return(m_CachedFlow);
        }
コード例 #24
0
        public static DungeonFlow Custom_GlitchChestAlt_Flow()
        {
            DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>();

            List <DungeonFlowNode> m_cachedNodes_01 = new List <DungeonFlowNode>();
            List <DungeonFlowNode> m_cachedNodes_02 = new List <DungeonFlowNode>();
            List <DungeonFlowNode> m_cachedNodes_03 = new List <DungeonFlowNode>();
            List <DungeonFlowNode> m_cachedNodes_04 = new List <DungeonFlowNode>();

            DungeonFlowNode m_EntranceNode      = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandPrefabs.big_entrance);
            DungeonFlowNode m_HubNode           = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB);
            DungeonFlowNode m_ShopNode_01       = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.shop_room_table);
            DungeonFlowNode m_ChestRoom_01      = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room, oneWayLoopTarget: true);
            DungeonFlowNode m_ChestRoom_02      = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.REWARD, ExpandPrefabs.gungeon_rewardroom_1);
            DungeonFlowNode m_ChestRoom_03      = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.REWARD, ExpandPrefabs.gungeon_rewardroom_1);
            DungeonFlowNode m_ChestRoom_04      = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room, oneWayLoopTarget: true);
            DungeonFlowNode m_ExitNode          = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandPrefabs.tiny_exit);
            DungeonFlowNode m_BossFoyerNode     = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.boss_foyer);
            DungeonFlowNode m_BossNode          = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandPrefabs.doublebeholsterroom01);
            DungeonFlowNode m_FakeBossNode      = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandPrefabs.tutorial_minibossroom);
            DungeonFlowNode m_FakeBossFoyerNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.boss_foyer);


            for (int i = 0; i < LoopRoomCount + 1; i++)
            {
                m_cachedNodes_01.Add(ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL));
                m_cachedNodes_04.Add(ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL));
            }

            for (int i = 0; i < SingleChainRoomCount + 1; i++)
            {
                m_cachedNodes_02.Add(ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL));
                m_cachedNodes_03.Add(ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL));
            }

            m_cachedNodes_01[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_01[LoopRoomCount].roomCategory        = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_02[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_02[SingleChainRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_03[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_03[SingleChainRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_04[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_04[LoopRoomCount].roomCategory        = PrototypeDungeonRoom.RoomCategory.CONNECTOR;

            bool bossShuffle = BraveUtility.RandomBool();

            m_CachedFlow.name = "Custom_GlitchChestAlt_Flow";
            m_CachedFlow.fallbackRoomTable   = ExpandPrefabs.CustomRoomTable2;
            m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>()
            {
                ExpandDungeonFlow.BaseSubTypeRestrictions
            };
            m_CachedFlow.flowInjectionData   = new List <ProceduralFlowModifierData>(0);
            m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>()
            {
                ExpandDungeonFlow.BaseSharedInjectionData
            };


            m_CachedFlow.Initialize();

            // Hub area
            m_CachedFlow.AddNodeToFlow(m_HubNode, null);

            // Big Entrance with first loop.
            m_CachedFlow.AddNodeToFlow(m_EntranceNode, m_HubNode);

            m_CachedFlow.AddNodeToFlow(m_cachedNodes_01[0], m_HubNode);
            for (int i = 1; i < LoopRoomCount + 1; i++)
            {
                m_CachedFlow.AddNodeToFlow(m_cachedNodes_01[i], m_cachedNodes_01[i - 1]);
            }

            m_CachedFlow.AddNodeToFlow(m_ShopNode_01, m_cachedNodes_01[LoopRoomCount]);
            m_CachedFlow.AddNodeToFlow(m_ChestRoom_01, m_ShopNode_01);
            m_CachedFlow.LoopConnectNodes(m_HubNode, m_ChestRoom_01);

            // Maybe boss path. :P
            m_CachedFlow.AddNodeToFlow(m_cachedNodes_02[0], m_HubNode);
            for (int i = 1; i < SingleChainRoomCount + 1; i++)
            {
                m_CachedFlow.AddNodeToFlow(m_cachedNodes_02[i], m_cachedNodes_02[i - 1]);
            }
            m_CachedFlow.AddNodeToFlow(m_ChestRoom_02, m_cachedNodes_02[SingleChainRoomCount]);
            if (bossShuffle)
            {
                m_CachedFlow.AddNodeToFlow(m_BossFoyerNode, m_ChestRoom_02);
                m_CachedFlow.AddNodeToFlow(m_BossNode, m_BossFoyerNode);
                m_CachedFlow.AddNodeToFlow(m_ExitNode, m_BossNode);
            }
            else
            {
                m_CachedFlow.AddNodeToFlow(m_FakeBossFoyerNode, m_ChestRoom_02);
                m_CachedFlow.AddNodeToFlow(m_FakeBossNode, m_FakeBossFoyerNode);
            }

            // Maybe boss path. :P
            m_CachedFlow.AddNodeToFlow(m_cachedNodes_03[0], m_EntranceNode);
            for (int i = 1; i < SingleChainRoomCount + 1; i++)
            {
                m_CachedFlow.AddNodeToFlow(m_cachedNodes_03[i], m_cachedNodes_03[i - 1]);
            }
            m_CachedFlow.AddNodeToFlow(m_ChestRoom_03, m_cachedNodes_03[SingleChainRoomCount]);
            if (bossShuffle)
            {
                m_CachedFlow.AddNodeToFlow(m_FakeBossFoyerNode, m_ChestRoom_03);
                m_CachedFlow.AddNodeToFlow(m_FakeBossNode, m_FakeBossFoyerNode);
            }
            else
            {
                m_CachedFlow.AddNodeToFlow(m_BossFoyerNode, m_ChestRoom_03);
                m_CachedFlow.AddNodeToFlow(m_BossNode, m_BossFoyerNode);
                m_CachedFlow.AddNodeToFlow(m_ExitNode, m_BossNode);
            }

            // Second Loop
            m_CachedFlow.AddNodeToFlow(m_cachedNodes_04[0], m_EntranceNode);
            for (int i = 1; i < LoopRoomCount + 1; i++)
            {
                m_CachedFlow.AddNodeToFlow(m_cachedNodes_04[i], m_cachedNodes_04[i - 1]);
            }
            m_CachedFlow.AddNodeToFlow(m_ChestRoom_04, m_cachedNodes_04[LoopRoomCount]);
            m_CachedFlow.LoopConnectNodes(m_ChestRoom_04, m_EntranceNode);
            m_CachedFlow.FirstNode = m_HubNode;

            return(m_CachedFlow);
        }
コード例 #25
0
        private void PlaceGlitchElevator(Dungeon dungeon)
        {
            GameManager.LevelOverrideState levelOverrideState = GameManager.Instance.CurrentLevelOverrideState;

            if (dungeon.IsGlitchDungeon | ExpandStats.elevatorHasBeenUsed)
            {
                return;
            }
            if (GameManager.Instance.CurrentGameMode == GameManager.GameMode.BOSSRUSH | GameManager.Instance.CurrentGameMode == GameManager.GameMode.SUPERBOSSRUSH)
            {
                return;
            }

            if (levelOverrideState == GameManager.LevelOverrideState.FOYER | levelOverrideState == GameManager.LevelOverrideState.TUTORIAL)
            {
                ExpandStats.elevatorHasBeenUsed = false;
                return;
            }

            if (levelOverrideState == GameManager.LevelOverrideState.CHARACTER_PAST)
            {
                ExpandStats.elevatorHasBeenUsed = false;
                return;
            }


            if (levelOverrideState == GameManager.LevelOverrideState.END_TIMES)
            {
                return;
            }
            if (GameManager.Instance.CurrentFloor >= 5)
            {
                return;
            }
            if (UnityEngine.Random.value > 0.003f)
            {
                return;
            }

            int MaxNumberOfElevators = 1;
            int ElevatorsPlaced      = 0;
            int ElevatorLocations    = 0;
            int SelectedRoom         = 0;

            List <int> roomList = Enumerable.Range(0, dungeon.data.rooms.Count).ToList();

            roomList = roomList.Shuffle();
            List <IntVector2> validWalls = new List <IntVector2>();

            while (SelectedRoom < roomList.Count && ElevatorsPlaced < MaxNumberOfElevators)
            {
                RoomHandler currentRoom = dungeon.data.rooms[roomList[SelectedRoom]];
                if (!currentRoom.IsShop && !currentRoom.IsMaintenanceRoom() && !currentRoom.GetRoomName().ToLower().StartsWith("exit") &&
                    !currentRoom.GetRoomName().ToLower().StartsWith("tiny_exit") && !currentRoom.GetRoomName().ToLower().StartsWith("elevator") &&
                    !currentRoom.GetRoomName().ToLower().StartsWith("tiny_entrance") && !currentRoom.GetRoomName().ToLower().StartsWith("gungeon entrance") &&
                    !currentRoom.GetRoomName().ToLower().StartsWith("gungeon_rewardroom") && !currentRoom.GetRoomName().ToLower().StartsWith("reward room") &&
                    !currentRoom.GetRoomName().ToLower().StartsWith(ExpandRoomPrefabs.Expand_BootlegRoom.name))
                {
                    if (!currentRoom.area.IsProceduralRoom || currentRoom.area.proceduralCells == null)
                    {
                        if (currentRoom.area.PrototypeRoomCategory != PrototypeDungeonRoom.RoomCategory.BOSS || (PlayerStats.GetTotalCurse() >= 5 && !BraveUtility.RandomBool()))
                        {
                            if (!currentRoom.GetRoomName().StartsWith("DraGunRoom"))
                            {
                                if (currentRoom.connectedRooms != null)
                                {
                                    for (int i = 0; i < currentRoom.connectedRooms.Count; i++)
                                    {
                                        if (currentRoom.connectedRooms[i] == null || currentRoom.connectedRooms[i].area.PrototypeRoomCategory == PrototypeDungeonRoom.RoomCategory.BOSS)
                                        {
                                        }
                                    }
                                }
                                validWalls.Clear();
                                for (int Width = -1; Width <= currentRoom.area.dimensions.x; Width++)
                                {
                                    for (int Height = -1; Height <= currentRoom.area.dimensions.y; Height++)
                                    {
                                        int X = currentRoom.area.basePosition.x + Width;
                                        int Y = currentRoom.area.basePosition.y + Height;
                                        if (dungeon.data.isWall(X, Y))
                                        {
                                            int WallCellCount = 0;
                                            if (!dungeon.data.isPlainEmptyCell(X - 3, Y + 6) && !dungeon.data.isPlainEmptyCell(X - 2, Y + 6) && !dungeon.data.isPlainEmptyCell(X - 1, Y + 6) && !dungeon.data.isPlainEmptyCell(X, Y + 6) && !dungeon.data.isPlainEmptyCell(X + 1, Y + 6) && !dungeon.data.isPlainEmptyCell(X + 2, Y + 6) && !dungeon.data.isPlainEmptyCell(X + 3, Y + 6) && !dungeon.data.isPlainEmptyCell(X + 4, Y + 6) && !dungeon.data.isPlainEmptyCell(X + 5, Y + 6) &&
                                                !dungeon.data.isPlainEmptyCell(X - 3, Y + 5) && !dungeon.data.isPlainEmptyCell(X - 2, Y + 5) && !dungeon.data.isPlainEmptyCell(X - 1, Y + 5) && !dungeon.data.isPlainEmptyCell(X, Y + 5) && !dungeon.data.isPlainEmptyCell(X + 1, Y + 5) && !dungeon.data.isPlainEmptyCell(X + 2, Y + 5) && !dungeon.data.isPlainEmptyCell(X + 3, Y + 5) && !dungeon.data.isPlainEmptyCell(X + 4, Y + 5) && !dungeon.data.isPlainEmptyCell(X + 5, Y + 5) &&
                                                !dungeon.data.isPlainEmptyCell(X - 3, Y + 4) && !dungeon.data.isPlainEmptyCell(X - 2, Y + 4) && !dungeon.data.isPlainEmptyCell(X - 1, Y + 4) && !dungeon.data.isPlainEmptyCell(X, Y + 4) && !dungeon.data.isPlainEmptyCell(X + 1, Y + 4) && !dungeon.data.isPlainEmptyCell(X + 2, Y + 4) && !dungeon.data.isPlainEmptyCell(X + 3, Y + 4) && !dungeon.data.isPlainEmptyCell(X + 4, Y + 4) && !dungeon.data.isPlainEmptyCell(X + 5, Y + 4) &&
                                                !dungeon.data.isPlainEmptyCell(X - 3, Y + 3) && !dungeon.data.isPlainEmptyCell(X - 2, Y + 3) && !dungeon.data.isPlainEmptyCell(X - 1, Y + 3) && !dungeon.data.isPlainEmptyCell(X, Y + 3) && !dungeon.data.isPlainEmptyCell(X + 1, Y + 3) && !dungeon.data.isPlainEmptyCell(X + 2, Y + 3) && !dungeon.data.isPlainEmptyCell(X + 3, Y + 3) && !dungeon.data.isPlainEmptyCell(X + 4, Y + 3) && !dungeon.data.isPlainEmptyCell(X + 5, Y + 3) &&
                                                !dungeon.data.isPlainEmptyCell(X - 3, Y + 2) && !dungeon.data.isPlainEmptyCell(X - 2, Y + 2) && !dungeon.data.isPlainEmptyCell(X - 1, Y + 2) && !dungeon.data.isPlainEmptyCell(X, Y + 2) && !dungeon.data.isPlainEmptyCell(X + 1, Y + 2) && !dungeon.data.isPlainEmptyCell(X + 2, Y + 2) && !dungeon.data.isPlainEmptyCell(X + 3, Y + 2) && !dungeon.data.isPlainEmptyCell(X + 4, Y + 2) && !dungeon.data.isPlainEmptyCell(X + 5, Y + 2) &&
                                                !dungeon.data.isPlainEmptyCell(X - 4, Y + 1) && dungeon.data.isWall(X - 3, Y + 1) && dungeon.data.isWall(X - 2, Y + 1) && dungeon.data.isWall(X - 1, Y + 1) && dungeon.data.isWall(X, Y + 1) && dungeon.data.isWall(X + 1, Y + 1) && dungeon.data.isWall(X + 2, Y + 1) && dungeon.data.isWall(X + 3, Y + 1) && dungeon.data.isWall(X + 4, Y + 1) && dungeon.data.isWall(X + 5, Y + 1) && dungeon.data.isWall(X + 6, Y + 1) && dungeon.data.isWall(X + 7, Y + 1) && !dungeon.data.isPlainEmptyCell(X + 8, Y + 1) && !dungeon.data.isPlainEmptyCell(X + 9, Y + 1) &&
                                                !dungeon.data.isPlainEmptyCell(X - 4, Y) && dungeon.data.isWall(X - 3, Y) && dungeon.data.isWall(X - 2, Y) && dungeon.data.isWall(X - 1, Y) && dungeon.data.isWall(X, Y) && dungeon.data.isWall(X + 1, Y) && dungeon.data.isWall(X + 2, Y) && dungeon.data.isWall(X + 3, Y) && dungeon.data.isWall(X + 4, Y) && dungeon.data.isWall(X + 5, Y) && dungeon.data.isWall(X + 6, Y) && dungeon.data.isWall(X + 7, Y) && !dungeon.data.isPlainEmptyCell(X + 8, Y) && !dungeon.data.isPlainEmptyCell(X + 9, Y) &&
                                                dungeon.data.isPlainEmptyCell(X - 3, Y - 1) && dungeon.data.isPlainEmptyCell(X - 2, Y - 1) && dungeon.data.isPlainEmptyCell(X - 1, Y - 1) && dungeon.data.isPlainEmptyCell(X, Y - 1) && dungeon.data.isPlainEmptyCell(X + 1, Y - 1) && dungeon.data.isPlainEmptyCell(X + 2, Y - 1) && dungeon.data.isPlainEmptyCell(X + 3, Y - 1) && dungeon.data.isPlainEmptyCell(X + 4, Y - 1) && dungeon.data.isPlainEmptyCell(X + 5, Y - 1) && dungeon.data.isPlainEmptyCell(X + 6, Y - 1) && dungeon.data.isPlainEmptyCell(X + 7, Y - 1) &&
                                                dungeon.data.isPlainEmptyCell(X - 3, Y - 2) && dungeon.data.isPlainEmptyCell(X - 2, Y - 2) && dungeon.data.isPlainEmptyCell(X - 1, Y - 2) && dungeon.data.isPlainEmptyCell(X, Y - 2) && dungeon.data.isPlainEmptyCell(X + 1, Y - 2) && dungeon.data.isPlainEmptyCell(X + 2, Y - 2) && dungeon.data.isPlainEmptyCell(X + 3, Y - 2) && dungeon.data.isPlainEmptyCell(X + 4, Y - 2) && dungeon.data.isPlainEmptyCell(X + 5, Y - 2) && dungeon.data.isPlainEmptyCell(X + 6, Y - 2) && dungeon.data.isPlainEmptyCell(X + 7, Y - 2))
                                            {
                                                validWalls.Add(new IntVector2(X, Y));
                                                WallCellCount++;
                                                ElevatorLocations++;
                                            }
                                            if (WallCellCount > 0)
                                            {
                                                bool flag2    = true;
                                                int  XPadding = -5;
                                                while (XPadding <= 5 && flag2)
                                                {
                                                    int YPadding = -5;
                                                    while (YPadding <= 5 && flag2)
                                                    {
                                                        int x = X + XPadding;
                                                        int y = Y + YPadding;
                                                        if (dungeon.data.CheckInBoundsAndValid(x, y))
                                                        {
                                                            CellData cellData = dungeon.data[x, y];
                                                            if (cellData != null)
                                                            {
                                                                if (cellData.type == CellType.PIT || cellData.diagonalWallType != DiagonalWallType.NONE)
                                                                {
                                                                    flag2 = false;
                                                                }
                                                            }
                                                        }
                                                        YPadding++;
                                                    }
                                                    XPadding++;
                                                }
                                                if (!flag2)
                                                {
                                                    while (WallCellCount > 0)
                                                    {
                                                        validWalls.RemoveAt(validWalls.Count - 1);
                                                        WallCellCount--;
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }

                                if (validWalls.Count > 0)
                                {
                                    IntVector2 WallCell       = (BraveUtility.RandomElement(validWalls) - currentRoom.area.basePosition);
                                    GameObject ElevatorObject = ExpandPrefabs.ElevatorDeparture.InstantiateObject(currentRoom, WallCell, false);
                                    ElevatorObject.AddComponent <ExpandElevatorDepartureManager>();
                                    ExpandElevatorDepartureManager elevatorComponent = ElevatorObject.GetComponent <ExpandElevatorDepartureManager>();
                                    elevatorComponent.OverrideTargetFloor     = GlobalDungeonData.ValidTilesets.OFFICEGEON;
                                    elevatorComponent.UsesOverrideTargetFloor = true;
                                    if (elevatorComponent.gameObject.GetComponentsInChildren <tk2dBaseSprite>(true) != null)
                                    {
                                        foreach (tk2dBaseSprite baseSprite in elevatorComponent.gameObject.GetComponentsInChildren <tk2dBaseSprite>(true))
                                        {
                                            ExpandShaders.Instance.ApplyGlitchShader(baseSprite);
                                        }
                                    }
                                    validWalls.Remove(WallCell);
                                    ElevatorsPlaced++;
                                }
                            }
                        }
                    }
                }
                SelectedRoom++;
            }
            if (ExpandStats.debugMode)
            {
                ETGModConsole.Log("[DEBUG] Number of Valid Glitch Elevator locations found: " + ElevatorLocations, false);
                ETGModConsole.Log("[DEBUG] Number of Glitch Elevators placed: " + ElevatorsPlaced, false);
            }
        }
コード例 #26
0
        private void SetStats(Dungeon dungeon, int currentFloor, int currentCurse, int currentCoolness)
        {
            ChaosConsole.hasBeenTentacled = false;
            ChaosConsole.hasBeenTentacledToAnotherRoom = false;

            if (ChaosGlitchMod.isGlitchFloor && dungeon.tileIndices.tilesetId == GlobalDungeonData.ValidTilesets.PHOBOSGEON)
            {
                /*Color colorBoost = new Color(0.237f, 0.237f, 0.237f);
                 * dungeon.decoSettings.ambientLightColor += colorBoost;
                 * dungeon.decoSettings.ambientLightColorTwo += colorBoost;
                 * dungeon.decoSettings.lowQualityAmbientLightColor += colorBoost;
                 * dungeon.decoSettings.lowQualityAmbientLightColorTwo += colorBoost;
                 * ChaosUtility.RatDungeon.decoSettings.ambientLightColor += colorBoost;
                 * ChaosUtility.RatDungeon.decoSettings.ambientLightColorTwo += colorBoost;
                 * ChaosUtility.RatDungeon.decoSettings.lowQualityAmbientLightColor += colorBoost;
                 * ChaosUtility.RatDungeon.decoSettings.lowQualityAmbientLightColorTwo += colorBoost;*/
                dungeon.DungeonFloorName = "A Corrupted Place...";
                dungeon.DungeonShortName = "A Corrupted Place...";
                dungeon.DungeonFloorLevelTextOverride = "Beneath the Melting Permafrost.";
            }

            if (currentFloor == -1)
            {
                ChaosConsole.RandomPits        = UnityEngine.Random.Range(40, 60);
                ChaosConsole.RandomPitsPerRoom = UnityEngine.Random.Range(3, 5);
            }
            else
            {
                if (currentFloor == 2 | currentFloor == 3)
                {
                    ChaosConsole.RandomPits        = UnityEngine.Random.Range(60, 85);
                    ChaosConsole.RandomPitsPerRoom = UnityEngine.Random.Range(5, 8);
                }
                else
                {
                    if (currentFloor == 4)
                    {
                        ChaosConsole.RandomPits        = UnityEngine.Random.Range(70, 90);
                        ChaosConsole.RandomPitsPerRoom = UnityEngine.Random.Range(8, 10);
                    }
                    else
                    {
                        if (currentFloor > 5)
                        {
                            ChaosConsole.RandomPits        = UnityEngine.Random.Range(100, 190);
                            ChaosConsole.RandomPitsPerRoom = UnityEngine.Random.Range(10, 18);
                        }
                    }
                }
            }

            if (ChaosConsole.debugMimicFlag)
            {
                ETGModConsole.Log("[DEBUG] Current Curse: " + PlayerStats.GetTotalCurse(), false);
                ETGModConsole.Log("[DEBUG] Current Coolness: " + PlayerStats.GetTotalCoolness(), false);
            }

            if (currentCoolness >= 5)
            {
                ChaosConsole.TentacleTimeChances           = 0.04f;
                ChaosConsole.TentacleTimeRandomRoomChances = 0.05f;
            }
            else
            {
                if (currentCurse == 0)
                {
                    ChaosConsole.TentacleTimeChances           = 0.05f;
                    ChaosConsole.TentacleTimeRandomRoomChances = 0.08f;
                }
                else
                {
                    if (currentCurse >= 1 && currentCurse <= 3)
                    {
                        ChaosConsole.TentacleTimeChances           = 0.1f;
                        ChaosConsole.TentacleTimeRandomRoomChances = 0.15f;
                    }
                    else
                    {
                        if (currentCurse >= 4 && currentCurse <= 6)
                        {
                            ChaosConsole.TentacleTimeChances           = 0.15f;
                            ChaosConsole.TentacleTimeRandomRoomChances = 0.2f;
                        }
                        else
                        {
                            if (currentCurse > 9)
                            {
                                ChaosConsole.TentacleTimeChances = 0.35f; ChaosConsole.TentacleTimeRandomRoomChances = 0.4f;
                            }
                        }
                    }
                }
            }

            // Secret Floors and Tutorial
            if (currentFloor == -1)
            {
                if (BraveUtility.RandomBool())
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 1;
                }
                else
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 2;
                }
                ChaosConsole.MaxWallMimicsForFloor = 15;
                if (currentCurse >= 5)
                {
                    ChaosConsole.MaxWallMimicsForFloor = 25;
                }
            }
            // Normal Floors with 1 = Keep, 2 = Gungeon Proper, and so on
            // Floor 1 guranteed to have 1 mimic per room.
            if (currentFloor == 1)
            {
                ChaosConsole.elevatorHasBeenUsed   = false;
                ChaosConsole.MaxWallMimicsPerRoom  = 1;
                ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(5, 15);
                if (currentCurse >= 6)
                {
                    ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(15, 25);
                }
            }

            // Floor 2 and onwards can have more then one mimic per room.
            // However not a gurantee that every room will have that count.
            if (currentFloor == 2)
            {
                if (BraveUtility.RandomBool())
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 1;
                }
                else
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 2;
                }
                ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(10, 15);
                if (currentCurse >= 6)
                {
                    ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(20, 25);
                }
            }

            if (currentFloor == 3)
            {
                if (BraveUtility.RandomBool())
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 1;
                }
                else
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 2;
                }
                ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(15, 20);
                if (currentCurse >= 6)
                {
                    ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(20, 25);
                }
            }

            if (currentFloor == 4)
            {
                if (BraveUtility.RandomBool())
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 1;
                }
                else
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 2;
                }
                ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(20, 25);
                if (currentCurse >= 6)
                {
                    ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(25, 35);
                }
            }

            if (currentFloor == 5)
            {
                if (BraveUtility.RandomBool())
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 1;
                }
                else
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 3;
                }
                ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(20, 30);
                if (currentCurse >= 6)
                {
                    ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(30, 40);
                }
            }

            if (currentFloor >= 6)
            {
                if (BraveUtility.RandomBool())
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 1;
                }
                else
                {
                    ChaosConsole.MaxWallMimicsPerRoom = 3;
                }
                ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(30, 40);
                if (currentCurse >= 5)
                {
                    ChaosConsole.MaxWallMimicsForFloor = UnityEngine.Random.Range(35, 50);
                }
            }
            return;
        }
コード例 #27
0
        public static void InitFlow()
        {
            List <DungeonFlowNode> m_cachedNodes_01 = new List <DungeonFlowNode>();
            List <DungeonFlowNode> m_cachedNodes_02 = new List <DungeonFlowNode>();
            List <DungeonFlowNode> m_cachedNodes_03 = new List <DungeonFlowNode>();
            List <DungeonFlowNode> m_cachedNodes_04 = new List <DungeonFlowNode>();

            DungeonFlowNode m_EntranceNode      = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ChaosRoomPrefabs.Giant_Elevator_Room);
            DungeonFlowNode m_HubNode           = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.HUB);
            DungeonFlowNode m_ShopNode_01       = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ChaosPrefabs.shop_room_table);
            DungeonFlowNode m_ShopNode_02       = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ChaosPrefabs.shop_room_table);
            DungeonFlowNode m_ChestRoom_01      = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ChaosPrefabs.reward_room, oneWayLoopTarget: true);
            DungeonFlowNode m_ChestRoom_02      = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.REWARD, ChaosPrefabs.gungeon_rewardroom_1);
            DungeonFlowNode m_ChestRoom_03      = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.REWARD, ChaosPrefabs.gungeon_rewardroom_1);
            DungeonFlowNode m_ChestRoom_04      = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ChaosPrefabs.reward_room, oneWayLoopTarget: true);
            DungeonFlowNode m_ExitNode          = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.EXIT, ChaosPrefabs.tiny_exit);
            DungeonFlowNode m_BossFoyerNode     = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ChaosPrefabs.boss_foyer);
            DungeonFlowNode m_BossNode          = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.BOSS, overrideTable: ChaosPrefabs.MegaBossRoomTable);
            DungeonFlowNode m_FakeBossNode      = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.BOSS, ChaosPrefabs.tutorial_minibossroom);
            DungeonFlowNode m_FakeBossFoyerNode = ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ChaosPrefabs.boss_foyer);

            for (int i = 0; i < LoopRoomCount + 1; i++)
            {
                m_cachedNodes_01.Add(ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.NORMAL));
                m_cachedNodes_04.Add(ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.NORMAL));
            }

            for (int i = 0; i < SingleChainRoomCount + 1; i++)
            {
                m_cachedNodes_02.Add(ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.NORMAL));
                m_cachedNodes_03.Add(ChaosDungeonFlows.GenerateDefaultNode(ChaosDungeonFlows.Fruit_Loops, PrototypeDungeonRoom.RoomCategory.NORMAL));
            }

            m_cachedNodes_01[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_01[LoopRoomCount].roomCategory        = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_02[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_02[SingleChainRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_03[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_03[SingleChainRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_04[0].roomCategory                    = PrototypeDungeonRoom.RoomCategory.CONNECTOR;
            m_cachedNodes_04[LoopRoomCount].roomCategory        = PrototypeDungeonRoom.RoomCategory.CONNECTOR;

            bool bossShuffle = BraveUtility.RandomBool();

            ChaosDungeonFlows.Fruit_Loops.name = "Fruit_Loops";
            ChaosDungeonFlows.Fruit_Loops.fallbackRoomTable   = ChaosPrefabs.CustomRoomTableNoCastle;
            ChaosDungeonFlows.Fruit_Loops.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>()
            {
                ChaosDungeonFlows.BaseSubTypeRestrictions
            };
            ChaosDungeonFlows.Fruit_Loops.flowInjectionData   = new List <ProceduralFlowModifierData>(0);
            ChaosDungeonFlows.Fruit_Loops.sharedInjectionData = new List <SharedInjectionData>()
            {
                ChaosDungeonFlows.BaseSharedInjectionData
            };
            ChaosDungeonFlows.Fruit_Loops.Initialize();

            // Hub area
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_HubNode, null);

            // Big Entrance with first loop.
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_EntranceNode, m_HubNode);

            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_cachedNodes_01[0], m_HubNode);
            for (int i = 1; i < LoopRoomCount + 1; i++)
            {
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_cachedNodes_01[i], m_cachedNodes_01[i - 1]);
            }

            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_ShopNode_01, m_cachedNodes_01[LoopRoomCount]);
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_ChestRoom_01, m_ShopNode_01);
            ChaosDungeonFlows.Fruit_Loops.LoopConnectNodes(m_HubNode, m_ChestRoom_01);

            // Maybe boss path. :P
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_cachedNodes_02[0], m_HubNode);
            for (int i = 1; i < SingleChainRoomCount + 1; i++)
            {
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_cachedNodes_02[i], m_cachedNodes_02[i - 1]);
            }
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_ChestRoom_02, m_cachedNodes_02[SingleChainRoomCount]);
            if (bossShuffle)
            {
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_BossFoyerNode, m_ChestRoom_02);
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_BossNode, m_BossFoyerNode);
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_ExitNode, m_BossNode);
            }
            else
            {
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_FakeBossFoyerNode, m_ChestRoom_02);
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_FakeBossNode, m_FakeBossFoyerNode);
            }

            // Maybe boss path. :P
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_cachedNodes_03[0], m_EntranceNode);
            for (int i = 1; i < SingleChainRoomCount + 1; i++)
            {
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_cachedNodes_03[i], m_cachedNodes_03[i - 1]);
            }
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_ChestRoom_03, m_cachedNodes_03[SingleChainRoomCount]);
            if (bossShuffle)
            {
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_FakeBossFoyerNode, m_ChestRoom_03);
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_FakeBossNode, m_FakeBossFoyerNode);
            }
            else
            {
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_BossFoyerNode, m_ChestRoom_03);
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_BossNode, m_BossFoyerNode);
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_ExitNode, m_BossNode);
            }

            // Second Loop
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_cachedNodes_04[0], m_EntranceNode);
            for (int i = 1; i < LoopRoomCount + 1; i++)
            {
                ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_cachedNodes_04[i], m_cachedNodes_04[i - 1]);
            }
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_ShopNode_02, m_cachedNodes_04[LoopRoomCount]);
            ChaosDungeonFlows.Fruit_Loops.AddNodeToFlow(m_ChestRoom_04, m_ShopNode_02);
            ChaosDungeonFlows.Fruit_Loops.LoopConnectNodes(m_ChestRoom_04, m_EntranceNode);
            ChaosDungeonFlows.Fruit_Loops.FirstNode = m_HubNode;
        }
コード例 #28
0
        private void ChaosPlaceWallMimics(Action <Dungeon, RoomHandler> orig, Dungeon dungeon, RoomHandler roomHandler)
        {
            // Used for debug read out information
            int NorthWallCount   = 0;
            int SouthWallCount   = 0;
            int EastWallCount    = 0;
            int WestWallCount    = 0;
            int WallMimicsPlaced = 0;
            int iterations       = 0;

            try {
                int currentFloor          = GameManager.Instance.CurrentFloor;
                int numWallMimicsForFloor = MetaInjectionData.GetNumWallMimicsForFloor(dungeon.tileIndices.tilesetId);

                GameManager.LevelOverrideState levelOverrideState = GameManager.Instance.CurrentLevelOverrideState;

                // Set Max Wall Mimic values based on each floor. Secret floors and Tutorial are always -1 and will keep default values.
                SetStats(dungeon, currentFloor, PlayerStats.GetTotalCurse(), PlayerStats.GetTotalCoolness());

                if (!ChaosConsole.WallMimicsUseRewardManager)
                {
                    numWallMimicsForFloor = ChaosConsole.MaxWallMimicsForFloor;
                }

                if (ChaosConsole.debugMimicFlag)
                {
                    ETGModConsole.Log("[DEBUG] Current Floor: " + currentFloor, false);
                    ETGModConsole.Log("[DEBUG] Wall Mimics assigned by RewardManager: " + numWallMimicsForFloor, false);
                }

                if (ChaosConsole.WallMimicsUseRewardManager)
                {
                    ChaosConsole.MaxWallMimicsPerRoom  = 1;
                    ChaosConsole.MaxWallMimicsForFloor = numWallMimicsForFloor;
                }

                if (ChaosConsole.isHardMode | ChaosConsole.isUltraMode)
                {
                    if (currentFloor == 1)
                    {
                        PlaceTeleporter(dungeon);
                    }
                    PlaceGlitchElevator(dungeon);
                }

                if (ChaosConsole.isUltraMode)
                {
                    if (levelOverrideState == GameManager.LevelOverrideState.RESOURCEFUL_RAT | levelOverrideState == GameManager.LevelOverrideState.TUTORIAL | levelOverrideState != GameManager.LevelOverrideState.NONE)
                    {
                        if (ChaosConsole.debugMimicFlag)
                        {
                            ETGModConsole.Log("[DEBUG] This floor has been excluded from having additional pits.", false);
                        }
                    }
                    else
                    {
                        ChaosPitRandomizer.Instance.PlaceRandomPits(dungeon, roomHandler, currentFloor);
                    }
                }

                if (currentFloor == 4 && ChaosConsole.allowGlitchFloor)
                {
                    PlaceSecretRatGrate(dungeon);
                }

                // Wall Mimics will not be placed glitch floors.
                if (ChaosGlitchMod.isGlitchFloor | dungeon.IsGlitchDungeon)
                {
                    return;
                }

                if (ChaosConsole.MaxWallMimicsForFloor <= 0)
                {
                    if (ChaosConsole.debugMimicFlag)
                    {
                        ETGModConsole.Log("[DEBUG] There will be no Wall Mimics assigned to this floor.", false);
                    }
                    return;
                }

                if (levelOverrideState != GameManager.LevelOverrideState.NONE | levelOverrideState == GameManager.LevelOverrideState.TUTORIAL)
                {
                    if (ChaosConsole.debugMimicFlag)
                    {
                        ETGModConsole.Log("[DEBUG] This floor has been excluded from having Wall Mimics", false);
                    }
                    return;
                }

                if (!ChaosConsole.WallMimicsUseRewardManager && levelOverrideState == GameManager.LevelOverrideState.RESOURCEFUL_RAT)
                {
                    if (ChaosConsole.debugMimicFlag)
                    {
                        ETGModConsole.Log("[DEBUG] The Resourceful Rat Maze has been excluded from having wall mimics.", false);
                    }
                    return;
                }

                if (ChaosConsole.debugMimicFlag)
                {
                    ETGModConsole.Log("[DEBUG] Wall Mimics Per Room: " + ChaosConsole.MaxWallMimicsPerRoom, false);
                    ETGModConsole.Log("[DEBUG] Max Wall Mimic assigned to floor if RewardManager overridden: " + ChaosConsole.MaxWallMimicsForFloor, false);
                }

                List <int> roomList = Enumerable.Range(0, dungeon.data.rooms.Count).ToList();
                roomList = roomList.Shuffle();

                if (roomHandler != null)
                {
                    roomList = new List <int>(new int[] { dungeon.data.rooms.IndexOf(roomHandler) });
                }

                List <Tuple <IntVector2, DungeonData.Direction> > validWalls = new List <Tuple <IntVector2, DungeonData.Direction> >();
                List <AIActor> enemiesList = new List <AIActor>();

                while (iterations < roomList.Count && WallMimicsPlaced < numWallMimicsForFloor)
                {
                    RoomHandler currentRoom = dungeon.data.rooms[roomList[iterations]];
                    if (!currentRoom.IsShop || !ChaosConsole.WallMimicsUseRewardManager)
                    {
                        if (!currentRoom.area.IsProceduralRoom || currentRoom.area.proceduralCells == null)
                        {
                            if (currentRoom.area.PrototypeRoomCategory != PrototypeDungeonRoom.RoomCategory.BOSS || (PlayerStats.GetTotalCurse() >= 5 && !BraveUtility.RandomBool()))
                            {
                                if (!currentRoom.GetRoomName().StartsWith("DraGunRoom") && !currentRoom.IsMaintenanceRoom())
                                {
                                    if (currentRoom.connectedRooms != null)
                                    {
                                        for (int i = 0; i < currentRoom.connectedRooms.Count; i++)
                                        {
                                            if (currentRoom.connectedRooms[i] == null || currentRoom.connectedRooms[i].area.PrototypeRoomCategory == PrototypeDungeonRoom.RoomCategory.BOSS)
                                            {
                                            }
                                        }
                                    }
                                    if (roomHandler == null && ChaosConsole.WallMimicsUseRewardManager)
                                    {
                                        bool MaxMimicCountReached = false;
                                        currentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All, ref enemiesList);
                                        for (int j = 0; j < enemiesList.Count; j++)
                                        {
                                            AIActor aiactor = enemiesList[j];
                                            if (aiactor && aiactor.EnemyGuid == GameManager.Instance.RewardManager.WallMimicChances.EnemyGuid)
                                            {
                                                MaxMimicCountReached = true;
                                                break;
                                            }
                                        }
                                        if (MaxMimicCountReached)
                                        {
                                            goto IL_EXIT;
                                        }
                                    }
                                    validWalls.Clear();
                                    for (int Width = -1; Width <= currentRoom.area.dimensions.x; Width++)
                                    {
                                        for (int Height = -1; Height <= currentRoom.area.dimensions.y; Height++)
                                        {
                                            int X = currentRoom.area.basePosition.x + Width;
                                            int Y = currentRoom.area.basePosition.y + Height;
                                            if (dungeon.data.isWall(X, Y) && X % 4 == 0 && Y % 4 == 0)
                                            {
                                                int WallCount = 0;
                                                if (!dungeon.data.isWall(X - 1, Y + 2) && !dungeon.data.isWall(X, Y + 2) && !dungeon.data.isWall(X + 1, Y + 2) && !dungeon.data.isWall(X + 2, Y + 2) &&
                                                    !dungeon.data.isWall(X - 1, Y + 1) && !dungeon.data.isWall(X, Y + 1) && !dungeon.data.isWall(X + 1, Y + 1) && !dungeon.data.isWall(X + 2, Y + 1) &&
                                                    dungeon.data.isWall(X - 1, Y) && dungeon.data.isWall(X, Y) && dungeon.data.isWall(X + 1, Y) && dungeon.data.isWall(X + 2, Y) &&
                                                    dungeon.data.isWall(X - 1, Y - 1) && dungeon.data.isWall(X, Y - 1) && dungeon.data.isWall(X + 1, Y - 1) && dungeon.data.isWall(X + 2, Y - 1) &&
                                                    !dungeon.data.isPlainEmptyCell(X - 1, Y - 3) && !dungeon.data.isPlainEmptyCell(X, Y - 3) && !dungeon.data.isPlainEmptyCell(X + 1, Y - 3) && !dungeon.data.isPlainEmptyCell(X + 2, Y - 3))
                                                {
                                                    validWalls.Add(Tuple.Create(new IntVector2(X, Y), DungeonData.Direction.NORTH));
                                                    WallCount++;
                                                    SouthWallCount++;
                                                }
                                                else if (dungeon.data.isWall(X - 1, Y + 2) && dungeon.data.isWall(X, Y + 2) && dungeon.data.isWall(X + 1, Y + 2) && dungeon.data.isWall(X + 2, Y + 2) &&
                                                         dungeon.data.isWall(X - 1, Y + 1) && dungeon.data.isWall(X, Y + 1) && dungeon.data.isWall(X + 1, Y + 1) && dungeon.data.isWall(X + 2, Y + 1) &&
                                                         dungeon.data.isWall(X - 1, Y) && dungeon.data.isWall(X, Y) && dungeon.data.isWall(X + 1, Y) && dungeon.data.isWall(X + 2, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X, Y - 1) && dungeon.data.isPlainEmptyCell(X + 1, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X, Y + 4) && !dungeon.data.isPlainEmptyCell(X + 1, Y + 4))
                                                {
                                                    validWalls.Add(Tuple.Create(new IntVector2(X, Y), DungeonData.Direction.SOUTH));
                                                    WallCount++;
                                                    NorthWallCount++;
                                                }
                                                else if (dungeon.data.isWall(X, Y + 2) &&
                                                         dungeon.data.isWall(X, Y + 1) &&
                                                         dungeon.data.isWall(X - 1, Y) &&
                                                         dungeon.data.isWall(X, Y - 1) &&
                                                         dungeon.data.isWall(X, Y - 2) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y + 2) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y + 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X + 1, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X + 1, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X - 2, Y - 2))
                                                {
                                                    validWalls.Add(Tuple.Create(new IntVector2(X, Y), DungeonData.Direction.EAST));
                                                    WallCount++;
                                                    WestWallCount++;
                                                }
                                                else if (dungeon.data.isWall(X, Y + 2) &&
                                                         dungeon.data.isWall(X, Y + 1) &&
                                                         dungeon.data.isWall(X + 1, Y) &&
                                                         dungeon.data.isWall(X, Y - 1) &&
                                                         dungeon.data.isWall(X, Y - 2) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y + 2) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y + 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X - 1, Y) &&
                                                         dungeon.data.isPlainEmptyCell(X - 1, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y - 1) &&
                                                         !dungeon.data.isPlainEmptyCell(X + 2, Y - 2))
                                                {
                                                    validWalls.Add(Tuple.Create(new IntVector2(X - 1, Y), DungeonData.Direction.WEST));
                                                    WallCount++;
                                                    EastWallCount++;
                                                }
                                                if (WallCount > 0)
                                                {
                                                    bool flag2    = true;
                                                    int  XPadding = -5;
                                                    while (XPadding <= 5 && flag2)
                                                    {
                                                        int YPadding = -5;
                                                        while (YPadding <= 5 && flag2)
                                                        {
                                                            int x = X + XPadding;
                                                            int y = Y + YPadding;
                                                            if (dungeon.data.CheckInBoundsAndValid(x, y))
                                                            {
                                                                CellData cellData = dungeon.data[x, y];
                                                                if (cellData != null)
                                                                {
                                                                    if (cellData.type == CellType.PIT || cellData.diagonalWallType != DiagonalWallType.NONE)
                                                                    {
                                                                        flag2 = false;
                                                                    }
                                                                }
                                                            }
                                                            YPadding++;
                                                        }
                                                        XPadding++;
                                                    }
                                                    if (!flag2)
                                                    {
                                                        while (WallCount > 0)
                                                        {
                                                            validWalls.RemoveAt(validWalls.Count - 1);
                                                            WallCount--;
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                    if (roomHandler == null)
                                    {
                                        int loopCount = 0;
                                        while (loopCount < ChaosConsole.MaxWallMimicsPerRoom)
                                        {
                                            // if (!ChaosConsole.WallMimicsUseRewardManager) { if (WallMimicsPlaced >= ChaosConsole.MaxWallMimicsForFloor) { break; } }
                                            if (validWalls.Count > 0)
                                            {
                                                Tuple <IntVector2, DungeonData.Direction> WallCell = BraveUtility.RandomElement(validWalls);
                                                IntVector2            Position  = WallCell.First;
                                                DungeonData.Direction Direction = WallCell.Second;
                                                if (Direction != DungeonData.Direction.WEST)
                                                {
                                                    currentRoom.RuntimeStampCellComplex(Position.x, Position.y, CellType.FLOOR, DiagonalWallType.NONE);
                                                }
                                                if (Direction != DungeonData.Direction.EAST)
                                                {
                                                    currentRoom.RuntimeStampCellComplex(Position.x + 1, Position.y, CellType.FLOOR, DiagonalWallType.NONE);
                                                }
                                                AIActor orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(GameManager.Instance.RewardManager.WallMimicChances.EnemyGuid);
                                                AIActor.Spawn(orLoadByGuid, Position, currentRoom, true, AIActor.AwakenAnimationType.Default, true);
                                                validWalls.Remove(WallCell);
                                                WallMimicsPlaced++;
                                            }
                                            ++loopCount;
                                        }
                                    }
                                }
                            }
                        }
                    }
IL_EXIT:
                    iterations++;
                }
                if (WallMimicsPlaced > 0)
                {
                    PhysicsEngine.Instance.ClearAllCachedTiles();
                    if (ChaosConsole.debugMimicFlag)
                    {
                        ETGModConsole.Log("[DEBUG] Number of Valid North Wall Mimics locations: " + NorthWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid South Wall Mimics locations: " + SouthWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid East Wall Mimics locations: " + EastWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid West Wall Mimics locations: " + WestWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Wall Mimics succesfully placed: " + WallMimicsPlaced, false);
                    }
                }
            } catch (Exception ex) {
                if (ChaosConsole.DebugExceptions)
                {
                    ETGModConsole.Log("[DEBUG] Exception occured in Dungeon.PlaceWallMimics!");
                }
                Debug.Log("Exception caught in Dungeon.PlaceWallMimics!");
                Debug.LogException(ex);
                if (WallMimicsPlaced > 0)
                {
                    PhysicsEngine.Instance.ClearAllCachedTiles();
                    if (ChaosConsole.debugMimicFlag)
                    {
                        ETGModConsole.Log("[DEBUG] Number of Valid North Wall Mimics locations: " + NorthWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid South Wall Mimics locations: " + SouthWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid East Wall Mimics locations: " + EastWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Valid West Wall Mimics locations: " + WestWallCount, false);
                        ETGModConsole.Log("[DEBUG] Number of Wall Mimics succesfully placed: " + WallMimicsPlaced, false);
                    }
                }
            }
        }
コード例 #29
0
        private void SelfDestructOnKick()
        {
            int     currentCurse                 = PlayerStats.GetTotalCurse();
            int     currentCoolness              = PlayerStats.GetTotalCoolness();
            float   ExplodeOnKickChances         = 0.25f;
            float   ExplodeOnKickDamageToEnemies = 150f;
            Vector2 ExplosionCenterPosition      = sprite.WorldCenter;


            bool ExplodeOnKickDamagesPlayer = BraveUtility.RandomBool();

            if (willDefinitelyExplode)
            {
                ExplodeOnKickDamagesPlayer   = false;
                ExplodeOnKickDamageToEnemies = 200f;
            }
            else
            {
                if (currentCoolness >= 3)
                {
                    ExplodeOnKickDamagesPlayer   = false;
                    ExplodeOnKickDamageToEnemies = 175f;
                }
                if (currentCurse >= 3)
                {
                    ExplodeOnKickChances         = 0.35f;
                    ExplodeOnKickDamageToEnemies = 200f;
                }
            }

            if (!ExplodeOnKickDamagesPlayer)
            {
                TableExplosionData.damageToPlayer = 0;
            }

            if (spawnObjectOnSelfDestruct && SpawnedObject != null && !m_objectSpawned)
            {
                m_objectSpawned = true;
                GameObject PlacedGlitchObject = ExpandUtility.GenerateDungeonPlacable(SpawnedObject, false, true).InstantiateObject(transform.position.GetAbsoluteRoom(), (specRigidbody.GetUnitCenter(ColliderType.HitBox) - transform.position.GetAbsoluteRoom().area.basePosition.ToVector2()).ToIntVector2(VectorConversions.Floor));
                PlacedGlitchObject.transform.parent = transform.position.GetAbsoluteRoom().hierarchyParent;

                if (PlacedGlitchObject.GetComponent <PickupObject>() != null)
                {
                    PickupObject PlacedGltichObjectComponent = PlacedGlitchObject.GetComponent <PickupObject>();
                    PlacedGltichObjectComponent.RespawnsIfPitfall = true;
                }
            }

            if (UnityEngine.Random.value <= ExplodeOnKickChances | willDefinitelyExplode)
            {
                if (useDefaultExplosion)
                {
                    Exploder.DoDefaultExplosion(ExplosionCenterPosition, Vector2.zero, null, true, CoreDamageTypes.None);
                    Exploder.DoRadialDamage(ExplodeOnKickDamageToEnemies, ExplosionCenterPosition, 4f, ExplodeOnKickDamagesPlayer, true, true);
                }
                else
                {
                    Exploder.Explode(ExplosionCenterPosition, TableExplosionData, Vector2.zero, null, false, CoreDamageTypes.None, false);
                }
                Destroy(gameObject);
                return;
            }
            return;
        }
コード例 #30
0
        private void TransitionToDepart(tk2dSpriteAnimator animator, tk2dSpriteAnimationClip clip)
        {
            if (!m_depatureIsPlayerless)
            {
                if (OverrideTargetFloor == GlobalDungeonData.ValidTilesets.PHOBOSGEON)
                {
                    Pixelator.Instance.RegisterAdditionalRenderPass(ChaosShaders.GlitchScreenShader);
                }
            }

            GameManager.Instance.MainCameraController.DoDelayedScreenShake(departureShake, 0.25f, null);
            if (!m_depatureIsPlayerless)
            {
                for (int i = 0; i < GameManager.Instance.AllPlayers.Length; i++)
                {
                    GameManager.Instance.AllPlayers[i].PrepareForSceneTransition();
                }
                // float delay = 0.5f;
                float delay = 0.7f;
                Pixelator.Instance.FadeToBlack(delay, false, 0f);
                GameUIRoot.Instance.HideCoreUI(string.Empty);
                GameUIRoot.Instance.ToggleLowerPanels(false, false, string.Empty);
                if (GameManager.Instance.CurrentGameMode == GameManager.GameMode.SUPERBOSSRUSH)
                {
                    GameManager.Instance.DelayedLoadBossrushFloor(delay);
                }
                else if (GameManager.Instance.CurrentGameMode == GameManager.GameMode.BOSSRUSH)
                {
                    GameManager.Instance.DelayedLoadBossrushFloor(delay);
                }
                else
                {
                    if (!GameManager.Instance.IsFoyer && GameManager.Instance.CurrentLevelOverrideState == GameManager.LevelOverrideState.NONE)
                    {
                        GlobalDungeonData.ValidTilesets nextTileset = GameManager.Instance.GetNextTileset(GameManager.Instance.Dungeon.tileIndices.tilesetId);
                        GameManager.DoMidgameSave(nextTileset);
                    }
                    if (UsesOverrideTargetFloor)
                    {
                        GlobalDungeonData.ValidTilesets overrideTargetFloor = OverrideTargetFloor;
                        if (overrideTargetFloor == GlobalDungeonData.ValidTilesets.CATACOMBGEON)
                        {
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_catacombs");
                        }
                        else if (overrideTargetFloor == GlobalDungeonData.ValidTilesets.FORGEGEON)
                        {
                            GameManager.Instance.DelayedLoadCustomLevel(delay, "tt_forge");
                        }
                        else if (overrideTargetFloor == GlobalDungeonData.ValidTilesets.OFFICEGEON)
                        {
                            ChaosConsole.elevatorHasBeenUsed = true;
                            if (BraveUtility.RandomBool())
                            {
                                string[] flowPath = new string[] { "custom_glitchchest_flow", "custom_glitchchestalt_flow", "custom_glitch_flow" };
                                ChaosUtility.PrepareGlitchFlow(BraveUtility.RandomElement(flowPath));
                                GameManager.Instance.DelayedLoadNextLevel(delay);
                            }
                            else
                            {
                                string[] flows = new string[] { "custom_glitchchest_flow", "custom_glitchchestalt_flow" };
                                GameManager.Instance.StartCoroutine(ChaosUtility.DelayedGlitchLevelLoad(delay, BraveUtility.RandomElement(flows), useNakatomiTileset: BraveUtility.RandomBool()));
                            }
                        }
                        else if (overrideTargetFloor == GlobalDungeonData.ValidTilesets.PHOBOSGEON)
                        {
                            ChaosUtility.RatDungeon = DungeonDatabase.GetOrLoadByName("Base_ResourcefulRat");
                            ChaosUtility.RatDungeon.LevelOverrideType = GameManager.LevelOverrideState.NONE;
                            // ChaosUtility.RatDungeon.tileIndices.tilesetId = GlobalDungeonData.ValidTilesets.PHOBOSGEON;
                            // ChaosUtility.RatDungeon.tileIndices.tilesetId = GlobalDungeonData.ValidTilesets.JUNGLEGEON;
                            ChaosPrefabs.InitCanyonTileSet(ChaosUtility.RatDungeon, GlobalDungeonData.ValidTilesets.PHOBOSGEON);
                            GameManager.Instance.StartCoroutine(ChaosUtility.DelayedGlitchLevelLoad(delay, "SecretGlitchFloor_Flow", true));
                        }
                        else
                        {
                            GameManager.Instance.DelayedLoadNextLevel(delay);
                        }
                    }
                    else
                    {
                        GameManager.Instance.DelayedLoadNextLevel(delay);
                    }
                    AkSoundEngine.PostEvent("Stop_MUS_All", gameObject);
                }
            }
            elevatorFloor.SetActive(false);
            animator.AnimationCompleted = (Action <tk2dSpriteAnimator, tk2dSpriteAnimationClip>)Delegate.Remove(animator.AnimationCompleted, new Action <tk2dSpriteAnimator, tk2dSpriteAnimationClip>(TransitionToDepart));
            animator.PlayAndDisableObject(elevatorDepartAnimName, null);
        }