protected sealed override void Init() { logSource = base.logger; Log.Message("Sniper initializing"); instance = this; base.awake += () => { SetModdedModule.SetModded(); ReinCore.AddModHash(guid, Properties.Info.ver, useBuild, useRev, networkVer); ConfigModule.CreateAndLoadConfig(this); Properties.Tools.RegisterLanguageTokens(); SoundModule.LoadBank(); NetworkModule.SetupNetworking(); Default <Sprite> .value = UIModule.GetUnfinishedIcon(); UIModule.EditHudPrefab(); PrefabModule.CreatePrefab(); DisplayModule.CreateDisplayPrefab(); CatalogModule.RegisterBody(); CatalogModule.RegisterSurvivor(); CatalogModule.RegisterDoTType(); CatalogModule.RegisterDamageTypes(); CatalogModule.RegisterBuffTypes(); CatalogModule.RegisterOrbs(); CatalogModule.RegisterOverlays(); VFXModule.Init(); //UnlocksCore.AddUnlockable<WIPUnlockable>(false); }; base.start += () => { //MetaCatalog.LogCatalogState(); try { RoR2.Console.instance.SubmitCmd(null, "spp_disable_survivor Sniper"); } catch { } _ = TextureModule.GetExplosiveAmmoRamp(); _ = TextureModule.GetPlasmaAmmoRamp(); _ = TextureModule.GetStandardAmmoRamp(); _ = TextureModule.GetShockAmmoRamp(); _ = TextureModule.GetScatterAmmoRamp(); }; base.enable += HooksModule.Add; base.disable += HooksModule.Remove; base.fixedUpdate += () => dt = Time.fixedDeltaTime; Log.Message("Sniper loaded successfully"); }
public override void Entry(IModHelper helper) { Config.Load(Helper.DirectoryPath); Config.Showcases.ForEach(s => ClassMapper.Instance.Map.Furniture <Showcase>(s.ID)); Config.Showcases.ForEach(s => DataService.Instance.RegisterFurniture(ConfigDataConverter.ToFurnitureData(s))); Config.Showcases.ForEach(s => ShopService.Instance.AddFurniture(Locations.CarpentersShop, new ShopItemInfo(s.ID))); TextureModule = TextureService.Instance.RegisterModule(Path.Combine(Helper.DirectoryPath, ResourcesFolder)) .LoadTexture(TextureNames.Glow) .LoadTexture(TextureNames.Furniture); this.RegisterCommands(); }
internal static GameObject CreateShockOrbEffect() { GameObject obj = Resources.Load <GameObject>("Prefabs/Effects/OrbEffects/LightningOrbEffect").ClonePrefab("ShockOrbEffect", false); foreach (var r in obj.GetComponentsInChildren <Renderer>()) { var cm = new CloudMaterial(r.material.Instantiate()); cm.remapTexture.texture = TextureModule.GetShockAmmoRamp(); r.material = cm.material; } obj.GetComponent <OrbEffect>().endEffect = VFXModule.GetShockImpactPrefab(); return(obj); }
/// <summary> /// Create a new instance of raptor /// </summary> public Flame(Vector2 dir) { // Setup texture: _texture = this.AddModule <TextureModule>(); _texture.TextureID = "flame"; // Setup collision box: _collisionBox = this.AddModule <CustomRectHitArea>(); _collisionBox.SetBounds(new Rectangle(0, 0, 100, 100)); _deadCount = 0; _dir = dir; _dir.X *= 4; _dir.Y *= 4; _dir.X += ((float)Core.Overseer.Instance.rnd.NextDouble() * 1) - 0.5f; _dir.Y += ((float)Core.Overseer.Instance.rnd.NextDouble() * 1) - 0.5f; }
public override void Update(GameTime gT) { TextureModule texModule = MyObj.GetModule <TextureModule>(); if (texModule == null) { _bounds = new Rectangle(); return; } if (texModule.Texture == null) { _bounds = new Rectangle(); return; } _bounds = new Rectangle((int)MyObj.WorldPosition.X, (int)MyObj.WorldPosition.Y, texModule.Texture.Width, texModule.Texture.Height); base.Update(gT); }