コード例 #1
0
ファイル: Bandit.cs プロジェクト: OniiChan8/RiskOfRainModding
 public void Awake()
 {
     #region survivor
     SurvivorAPI.SurvivorCatalogReady += delegate(object s, EventArgs e)
     {
         {
             var         bandit = BodyCatalog.FindBodyPrefab("BanditBody");
             SurvivorDef item   = new SurvivorDef
             {
                 bodyPrefab       = bandit,
                 descriptionToken = "test",
                 displayPrefab    = Resources.Load <GameObject>("prefabs/characterbodies/banditbody").GetComponent <ModelLocator>().modelTransform.gameObject,
                 primaryColor     = new Color(0.87890625f, 0.662745098f, 0.3725490196f),
                 unlockableName   = "",
                 survivorIndex    = SurvivorIndex.Count
             };
             #region skills
             #if skills
             Primary.SetPrimary(bandit);
             PrepSecondary.SetSecondary(bandit);
             Banditspecial(bandit);
             EntityStates.Bandit.Utility.SetUtility(bandit);
             #endif
             #endregion skills
             SkillManagement.banditskilldescriptions(bandit);
             SurvivorAPI.AddSurvivor(item);
         }
     };
     #endregion
     #region timer
     #if timer
     Timer.Init();
     #endif
     #endregion
 }
コード例 #2
0
ファイル: Bandit.cs プロジェクト: OniiChan8/RiskOfRainModding
        private void Banditspecial(GameObject gameObject)
        {
            SkillLocator component    = gameObject.GetComponent <SkillLocator>();
            GenericSkill special      = component.special;
            GenericSkill genericSkill = gameObject.AddComponent <GenericSkill>();

            genericSkill.skillName                    = "Mortar";
            genericSkill.baseRechargeInterval         = 5f;
            genericSkill.baseMaxStock                 = 1;
            genericSkill.rechargeStock                = 1;
            genericSkill.isBullets                    = false;
            genericSkill.shootDelay                   = 0.3f;
            genericSkill.beginSkillCooldownOnSkillEnd = false;
            genericSkill.stateMachine                 = component.special.stateMachine;
            genericSkill.activationState              = new SerializableEntityStateType(typeof(EntityStates.Toolbot.AimStunDrone));
            genericSkill.interruptPriority            = InterruptPriority.Skill;
            genericSkill.isCombatSkill                = true;
            genericSkill.noSprint = false;
            genericSkill.canceledFromSprinting   = false;
            genericSkill.mustKeyPress            = true;
            genericSkill.requiredStock           = 1;
            genericSkill.stockToConsume          = 1;
            genericSkill.hasExecutedSuccessfully = false;
            genericSkill.icon = special.icon;

            Destroy(special);
            SkillManagement.SetSkill(ref genericSkill, typeof(EntityStates.Toolbot.AimStunDrone));

            component.special = genericSkill;
        }
コード例 #3
0
        public static void SetUtility(GameObject gameObject)
        {
            SkillLocator component = gameObject.GetComponent <SkillLocator>();
            GenericSkill skillslot = component.utility;

            SkillManagement.SetSkill(ref skillslot, typeof(NewUtility));
            component.utility = skillslot;
            //config();
        }