コード例 #1
0
 public override void Process(PDAEncyclopediaEntryAdd packet)
 {
     using (packetSender.Suppress <PDAEncyclopediaEntryAdd>())
     {
         PDAEncyclopedia.Add(packet.Key, true);
     }
 }
コード例 #2
0
 void Start()
 {
     health = gameObject.AddComponent <TurbineHealth>();
     health.SetData();
     health.health = 200f;
     PDAEncyclopedia.Add("WindTurbine", true);
 }
コード例 #3
0
 private static void UpdatePostfix(LeakingRadiation __instance)
 {
     if (__instance.radiationFixed && !CrafterLogic.IsCraftRecipeUnlocked(DeathRun.filterChip.TechType) && Config.POISONED.Equals(DeathRun.config.surfaceAir))
     {
         PDAEncyclopedia.Add("FilterChip", true);
         KnownTech.Add(DeathRun.filterChip.TechType, true);
         //DeathRun.saveData.playerSave.setCue("FilterChip", 5);
     }
 }
コード例 #4
0
        void Start()
        {
            health = gameObject.EnsureComponent <TurbineHealth>(); //gameObject.AddComponent<TurbineHealth>();
            health.SetData();
            health.health = 200f;
#if SUBNAUTICA
            PDAEncyclopedia.Add("WindTurbine", true);
#elif BELOWZERO
            PDAEncyclopedia.Add("WindTurbine", true, false);
#endif
        }
コード例 #5
0
        private void SetEncyclopediaEntry(List <string> entries)
        {
            Log.Info("Received initial sync packet with " + entries.Count + " encyclopedia entries");

            using (packetSender.Suppress <PDAEncyclopediaEntryAdd>())
            {
                foreach (string entry in entries)
                {
                    PDAEncyclopedia.Add(entry, false);
                }
            }
        }
コード例 #6
0
        public void Start()
        {
            PDAEncyclopedia.Add(DeepEngine._ClassID, true);
            //Activate
            PowerRelay solarPowerRelay = CraftData.GetPrefabForTechType(TechType.SolarPanel).GetComponent <PowerRelay>();

            _powerSource          = this.gameObject.AddComponent <PowerSource>();
            _powerSource.maxPower = QPatch.Config.MaxPowerAllowed;

            _powerFX             = this.gameObject.AddComponent <PowerFX>();
            _powerFX.vfxPrefab   = solarPowerRelay.powerFX.vfxPrefab;
            _powerFX.attachPoint = this.gameObject.transform;

            _powerRelay                     = this.gameObject.AddComponent <PowerRelay>();
            _powerRelay.powerFX             = _powerFX;
            _powerRelay.maxOutboundDistance = 15;
            _powerRelay.internalPowerSource = _powerSource;
            // Play Audio
            SetupAudio();
            //Start coroutines
            StartCoroutine(EmitEnergy());
            StartCoroutine(UpdateUI());
        }
コード例 #7
0
ファイル: Multiplayer.cs プロジェクト: senlace/shinkai
 private void Process(ClientScanEncyclopedia msg)
 {
     using (new MessageBlocker()) {
         PDAEncyclopedia.Add(msg.key, false);
     }
 }
コード例 #8
0
        public static void Postfix()
        {
            // Don't do anything if we're holding on the "press any key to continue" screen or intro cinematic
            if (DeathRunUtils.isIntroStillGoing())
            {
                return;
            }

            // Adds our "Data Bank" entries
            if (!DeathRun.encyclopediaAdded && (DeathRun.saveData.playerSave.startedGame > 0))
            {
                DeathRun.encyclopediaAdded = true;
                PDAEncyclopedia.Add("DeathRun", false);
                PDAEncyclopedia.Add("Aggression", false);
                PDAEncyclopedia.Add("Atmosphere", false);
                PDAEncyclopedia.Add("CrushDepth", false);
                PDAEncyclopedia.Add("Explosion", false);
                PDAEncyclopedia.Add("Nitrogen", false);
                PDAEncyclopedia.Add("Radiation", false);
                PDAEncyclopedia.Add("PowerCosts", false);
                PDAEncyclopedia.Add("LifePodSank", false);
                PDAEncyclopedia.Add("ExitVehicles", false);
            }

            // Officially start our mod's timer/monitor, if we haven't
            if (DeathRun.saveData.playerSave.startedGame == 0)
            {
                DeathRun.saveData.playerSave.startedGame = DayNightCycle.main.timePassedAsFloat;
                DeathRun.playerMonitor.Update(DayNightCycle.main.timePassedAsFloat);
                DeathRun.playerIsDead = false;
                return;
            }

            if (DeathRun.saveData.podSave.spotPicked)
            {
                DeathRun.saveData.runData.startNewRun();
                DeathRun.saveData.podSave.spotPicked = false;
                DeathRun.playerIsDead = false;
            }

            // If any difficulty settings have changed, make sure we register any lower ones against the score stats
            if ((DeathRun.configDirty > 0) && (Time.time > DeathRun.configDirty + 5))
            {
                DeathRun.saveData.runData.countSettings();
                DeathRun.configDirty = 0;
            }

            DeathRun.playerMonitor.Update(DayNightCycle.main.timePassedAsFloat);
            float interval = DeathRun.playerMonitor.currValue - DeathRun.playerMonitor.prevValue;

            // Update our "time alive"
            DeathRun.saveData.playerSave.currentLife += interval;
            DeathRun.saveData.playerSave.allLives    += interval;

            // Roll the "Mod Intro" messages
            if (!DeathRun.saveData.playerSave.killOpening && (DayNightCycle.main.timePassedAsFloat - DeathRun.saveData.playerSave.startedGame < 200))
            {
                doIntroMessages();
            }
            else
            {
                DeathRun.saveData.playerSave.killOpening = true;
            }

            // Respawn messages
            if ((DeathRun.saveData.playerSave.timeOfDeath > 0) && ((DayNightCycle.main.timePassedAsFloat - DeathRun.saveData.playerSave.timeOfDeath < 200)))
            {
                doRespawnMessages();
            }

            // Delayed encyclopedia entries
            if ((DeathRun.saveData.playerSave.cueTime > 0) && (DayNightCycle.main.timePassedAsFloat > DeathRun.saveData.playerSave.cueTime))
            {
                if (!"".Equals(DeathRun.saveData.playerSave.cueKey))
                {
                    PDAEncyclopedia.Add(DeathRun.saveData.playerSave.cueKey, true);

                    if (KnownTechInitPatcher.UnlockSound != null)
                    {
                        try
                        {
                            PDASounds.queue.PlayQueued(KnownTechInitPatcher.UnlockSound);
                        }
                        catch (Exception exception)
                        {
                            Debug.LogException(exception);
                        }
                    }
                }
                DeathRun.saveData.playerSave.cueTime = 0;
            }
        }