コード例 #1
0
        public override void Unload()
        {
            EmoteCancelModule.cancelEmote();

            EmoteModule.Unload();
            EmoteCancelModule.Unload();
            BackpackModule.Unload();
            SpeedModule.Unload();
            EmoteStretcher.Unload();
            GravityModule.Unload();
        }
コード例 #2
0
        public override void Load()
        {
            anim_by_game = 0;             // this tells that base state is no animations

            EmoteModule.Load();
            EmoteCancelModule.Load();
            BackpackModule.Load();
            SpeedModule.Load();
            EmoteStretcher.Load();
            GravityModule.Load();
        }
コード例 #3
0
        public static void E(string custom, string emote)
        {
            if (!string.IsNullOrWhiteSpace(emote))
            {
                int customInt;
                int.TryParse(custom, out customInt);
                float emoteFloat; bool isFloat;
                isFloat = float.TryParse(emote, out emoteFloat);
                int emoteInt;
                int.TryParse(emote, out emoteInt);

                // this is where emotes should be
                if (custom == "c" || custom == "custom")                 // custom emotes
                {
                    EmoteModule.Emote(emote, true, PlayerModule.GetPlayer());
                }
                else if (custom == "toggle" || custom == "t")                 // toggles
                {
                    // toggle gravity
                    if (emote == "gravity" || emote == "g")
                    {
                        EmoteModMain.Settings.CancelGravity = !EmoteModMain.Settings.CancelGravity;
                        EmoteModMain.echo($"toggled gravity");
                        EmoteModMain.Instance.SaveSettings();
                        EmoteModMain.Instance.LoadSettings();
                    }
                    // print current animation
                    else if (emote == "i")
                    {
                        Engine.Commands.Log($"current animation: {PlayerModule.GetPlayer().Sprite.CurrentAnimationID}");
                    }
                    // print current state
                    else if (emote == "s")
                    {
                        Engine.Commands.Log(PlayerModule.GetPlayer().StateMachine.State);
                    }
                    // dump animations of current sprite mode to log file
                    else if (emote == "dump")
                    {
                        foreach (KeyValuePair <string, Sprite.Animation> animation in PlayerModule.GetPlayer().Sprite.Animations)
                        {
                            Logger.Log("ANIMAAAAAAAATIOOOOOOOONSSSSSSSSS", animation.Key);
                        }
                    }
                    // tobble backpack
                    else if (emote == "bp")
                    {
                        BackpackModule.ScrollBackpack();
                    }

                    // haha funny
                    else if (emote == "funnycommand" || emote == "fc")
                    {
                        BackpackModule.EnterSickoMode();
                    }
                }
                // binding emotes with console
                else if (int.TryParse(custom, out customInt) && customInt >= 0 && customInt <= 9)
                {
                    switch (customInt)
                    {
                    case 0:
                        EmoteModMain.Settings.emote0 = emote;
                        break;

                    case 1:
                        EmoteModMain.Settings.emote1 = emote;
                        break;

                    case 2:
                        EmoteModMain.Settings.emote2 = emote;
                        break;

                    case 3:
                        EmoteModMain.Settings.emote3 = emote;
                        break;

                    case 4:
                        EmoteModMain.Settings.emote4 = emote;
                        break;

                    case 5:
                        EmoteModMain.Settings.emote5 = emote;
                        break;

                    case 6:
                        EmoteModMain.Settings.emote6 = emote;
                        break;

                    case 7:
                        EmoteModMain.Settings.emote7 = emote;
                        break;

                    case 8:
                        EmoteModMain.Settings.emote8 = emote;
                        break;

                    case 9:
                        EmoteModMain.Settings.emote9 = emote;
                        break;
                    }
                    EmoteModMain.echo($"assigned {emote} to numpad {customInt}");
                    EmoteModMain.Instance.SaveSettings();
                    EmoteModMain.Instance.LoadSettings();
                }
                else if (custom == "d")
                {
                    try
                    {
                        Dictionary <string, SpriteData> spr = GFX.SpriteBank.SpriteData;
                        string anims = "";

                        if (emote == "modes")
                        {
                            foreach (KeyValuePair <string, SpriteData> anim in spr)
                            {
                                anims += anim.Key + " ";
                            }
                        }
                        else
                        {
                            foreach (KeyValuePair <string, Sprite.Animation> anim in spr[emote].Sprite.Animations)
                            {
                                anims += anim.Key + " ";
                            }
                        }

                        EmoteModMain.echo(anims);
                    }
                    catch
                    {
                        EmoteModMain.echo("something went wrong");
                    }
                }

                // the stretches

                else if (custom == "x" && int.TryParse(emote, out emoteInt))
                {
                    EmoteStretcher.stretch_x(emoteFloat);
                }
                else if (custom == "y" && int.TryParse(emote, out emoteInt))
                {
                    EmoteStretcher.stretch_y(emoteFloat);
                }
                else if (custom == "xy")
                {
                    if (emote == "lock" || emote == "l")
                    {
                        EmoteStretcher.lock_stretch();
                    }
                    else
                    {
                        EmoteStretcher.stretch_x(emoteFloat);
                        EmoteStretcher.stretch_y(emoteFloat);
                    }
                }

                else
                {
                    EmoteModMain.echo($"failed to execute e {custom} {emote}. check your spelling");
                }
            }
        }
コード例 #4
0
ファイル: EmoteSettings.cs プロジェクト: xDesantx/EmoteMod
 public void CreateBackpackEntry(TextMenu menu, bool inGame)
 {
     menu.Add(new TextMenu.Slider(Dialog.Clean("settings_backpack_name"), BackpackModule.backpackFormatter, 0, 2, EmoteModMain.Settings.Backpack)
              .Change(id => BackpackModule.SetBackpack(id)));
 }