コード例 #1
0
        private static void ShowItemPopup(string nameKey, string spriteName)
        {
            GameObject popup = ObjectCache.RelicGetMsg;

            popup.transform.Find("Text").GetComponent <TMPro.TextMeshPro>().text = LanguageStringManager.GetLanguageString(nameKey, "UI");
            popup.transform.Find("Icon").GetComponent <SpriteRenderer>().sprite  = RandomizerMod.GetSprite(spriteName);
            popup.SetActive(true);
        }
コード例 #2
0
        public override void Initialize(Dictionary <string, Dictionary <string, GameObject> > preloaded)
        {
            if (Instance != null)
            {
                LogWarn("Attempting to make multiple instances of mod, ignoring");
                return;
            }

            // Set instance for outside use
            Instance = this;

            // Make sure the play mode screen is always unlocked
            Ref.GM.EnablePermadeathMode();

            // Unlock godseeker too because idk why not
            Ref.GM.SetStatusRecordInt("RecBossRushMode", 1);

            Assembly randoDLL = GetType().Assembly;

            // Load embedded resources
            _sprites = ResourceHelper.GetSprites("RandomizerMod.Resources.");

            try
            {
                LanguageStringManager.LoadLanguageXML(
                    randoDLL.GetManifestResourceStream("RandomizerMod.Resources.language.xml"));
            }
            catch (Exception e)
            {
                LogError("Could not process language xml:\n" + e);
            }

            _logicParseThread = new Thread(() =>
                                           LogicManager.ParseXML(randoDLL));
            _logicParseThread.Start();

            UnityEngine.SceneManagement.SceneManager.activeSceneChanged += OnMainMenu;

            // Setup preloaded objects
            ObjectCache.GetPrefabs(preloaded);

            // Some items have two bools for no reason, gotta deal with that
            _secondaryBools = new Dictionary <string, string>
            {
                { nameof(PlayerData.hasDash), nameof(PlayerData.canDash) },
                { nameof(PlayerData.hasShadowDash), nameof(PlayerData.canShadowDash) },
                { nameof(PlayerData.hasSuperDash), nameof(PlayerData.canSuperDash) },
                { nameof(PlayerData.hasWalljump), nameof(PlayerData.canWallJump) },
                { nameof(PlayerData.gotCharm_23), nameof(PlayerData.fragileHealth_unbreakable) },
                { nameof(PlayerData.gotCharm_24), nameof(PlayerData.fragileGreed_unbreakable) },
                { nameof(PlayerData.gotCharm_25), nameof(PlayerData.fragileStrength_unbreakable) }
            };

            _logicParseThread.Join(); // new update -- logic manager is needed to supply start locations to menu
            MenuChanger.EditUI();
        }
コード例 #3
0
        public static void AddItem(string item, string location, bool showArea = true)
        {
            if (canvas == null)
            {
                Create();
            }

            item = RandomizerMod.Instance.Settings.GetEffectiveItem(item);

            string itemName = LanguageStringManager.GetLanguageString(LogicManager.GetItemDef(item).nameKey, "UI");
            string areaName = LogicManager.ShopNames.Contains(location)
                ? location.Replace('_', ' ')
                : RandoLogger.CleanAreaName(LogicManager.GetItemDef(location).areaName);

            string msg = showArea ? itemName + "\nfrom " + areaName : itemName;

            GameObject basePanel = CanvasUtil.CreateBasePanel(canvas,
                                                              new CanvasUtil.RectData(new Vector2(200, 50), Vector2.zero,
                                                                                      new Vector2(0.9f, 0.9f), new Vector2(0.9f, 0.9f)));

            string spriteKey = LogicManager.GetItemDef(item).shopSpriteKey;

            CanvasUtil.CreateImagePanel(basePanel, RandomizerMod.GetSprite(spriteKey),
                                        new CanvasUtil.RectData(new Vector2(50, 50), Vector2.zero, new Vector2(0f, 0.5f),
                                                                new Vector2(0f, 0.5f)));
            CanvasUtil.CreateTextPanel(basePanel, msg, 24, TextAnchor.MiddleLeft,
                                       new CanvasUtil.RectData(new Vector2(400, 100), Vector2.zero,
                                                               new Vector2(1.2f, 0.5f), new Vector2(1.2f, 0.5f)),
                                       CanvasUtil.GetFont("Perpetua"));

            items.Enqueue(basePanel);
            if (items.Count > MaxItems)
            {
                Object.Destroy(items.Dequeue());
            }

            UpdatePositions();
        }
コード例 #4
0
        private static void ProcessRestrictions()
        {
            if (RandomizerMod.Instance.Settings.AllBosses || RandomizerMod.Instance.Settings.AllCharms ||
                RandomizerMod.Instance.Settings.AllSkills)
            {
                // Close the door and get rid of Quirrel
                Ref.PD.openedBlackEggDoor   = false;
                Ref.PD.quirrelLeftEggTemple = true;

                // Prevent the game from opening the door
                GameObject   door    = GameObject.Find("Final Boss Door");
                PlayMakerFSM doorFSM = FSMUtility.LocateFSM(door, "Control");
                doorFSM.SetState("Idle");

                // The door is cosmetic, gotta get rid of the actual TransitionPoint too
                TransitionPoint doorTransitionPoint = door.GetComponentInChildren <TransitionPoint>(true);
                doorTransitionPoint.gameObject.SetActive(false);

                // Make Hornet appear
                GameObject hornet = GameObject.Find("Hornet Black Egg NPC");
                hornet.SetActive(true);
                FsmState activeCheck = FSMUtility.LocateFSM(hornet, "Conversation Control").GetState("Active?");
                activeCheck.RemoveActionsOfType <IntCompare>();
                activeCheck.RemoveActionsOfType <PlayerDataBoolTest>();

                // Reset Hornet dialog to default
                LanguageStringManager.ResetString(HORNET_SHEET, HORNET_DOOR_KEY);

                // Check dreamers
                if (!Ref.PD.lurienDefeated || !Ref.PD.monomonDefeated ||
                    !Ref.PD.hegemolDefeated)
                {
                    LanguageStringManager.SetString(HORNET_SHEET, HORNET_DOOR_KEY,
                                                    "What kind of idiot comes here without even killing the dreamers?");
                    return;
                }

                // Check all charms
                if (RandomizerMod.Instance.Settings.AllCharms)
                {
                    Ref.PD.CountCharms();
                    if (Ref.PD.charmsOwned < 40)
                    {
                        LanguageStringManager.SetString(HORNET_SHEET, HORNET_DOOR_KEY,
                                                        "What are you doing here? Go get the rest of the charms.");
                        return;
                    }

                    if (Ref.PD.royalCharmState < 3)
                    {
                        LanguageStringManager.SetString(HORNET_SHEET, HORNET_DOOR_KEY,
                                                        "Nice try, but half of a charm doesn't count. Go get the rest of the kingsoul.");
                        return;
                    }
                }

                // Check all skills
                if (RandomizerMod.Instance.Settings.AllSkills)
                {
                    List <string> missingSkills = new List <string>();

                    foreach (KeyValuePair <string, string> kvp in Skills)
                    {
                        if (!Ref.PD.GetBool(kvp.Key))
                        {
                            missingSkills.Add(kvp.Value);
                        }
                    }

                    // These aren't as easy to check in a loop, so I'm just gonna check them manually
                    if (Ref.PD.fireballLevel == 0)
                    {
                        missingSkills.Add("Vengeful Spirit");
                    }

                    if (Ref.PD.fireballLevel < 2)
                    {
                        missingSkills.Add("Shade Soul");
                    }

                    if (Ref.PD.quakeLevel == 0)
                    {
                        missingSkills.Add("Desolate Dive");
                    }

                    if (Ref.PD.quakeLevel < 2)
                    {
                        missingSkills.Add("Descending Dark");
                    }

                    if (Ref.PD.screamLevel == 0)
                    {
                        missingSkills.Add("Howling Wraiths");
                    }

                    if (Ref.PD.screamLevel < 2)
                    {
                        missingSkills.Add("Abyss Shriek");
                    }

                    if (missingSkills.Count > 0)
                    {
                        string hornetStr = "You are still missing ";
                        for (int i = 0; i < missingSkills.Count; i++)
                        {
                            if (i != 0 && i == missingSkills.Count - 1)
                            {
                                hornetStr += " and ";
                            }

                            hornetStr += missingSkills[i];

                            if (i != missingSkills.Count - 1)
                            {
                                hornetStr += ", ";
                            }
                        }

                        hornetStr += ".";

                        LanguageStringManager.SetString(HORNET_SHEET, HORNET_DOOR_KEY, hornetStr);
                        return;
                    }
                }

                // Check all bosses
                if (RandomizerMod.Instance.Settings.AllBosses)
                {
                    List <string> missingBosses = new List <string>();

                    foreach (KeyValuePair <string, string> kvp in Bosses)
                    {
                        if (!Ref.PD.GetBool(kvp.Key))
                        {
                            missingBosses.Add(kvp.Value);
                        }
                    }

                    // CG2 has no bool
                    if (Ref.PD.killsMegaBeamMiner > 0)
                    {
                        missingBosses.Add("Crystal Guardian 2");
                    }

                    if (missingBosses.Count > 0)
                    {
                        if (missingBosses.Count >= 10)
                        {
                            LanguageStringManager.SetString(HORNET_SHEET, HORNET_DOOR_KEY,
                                                            $"You haven't killed {missingBosses.Count} bosses.");
                            return;
                        }

                        string hornetStr = "You haven't killed ";
                        for (int i = 0; i < missingBosses.Count; i++)
                        {
                            if (i != 0 && i == missingBosses.Count - 1)
                            {
                                hornetStr += " and ";
                            }

                            hornetStr += missingBosses[i];

                            if (i != missingBosses.Count - 1)
                            {
                                hornetStr += ", ";
                            }
                        }

                        hornetStr += ".";

                        LanguageStringManager.SetString(HORNET_SHEET, HORNET_DOOR_KEY, hornetStr);
                        return;
                    }

                    if (Ref.PD.royalCharmState != 4)
                    {
                        LanguageStringManager.SetString(HORNET_SHEET, HORNET_DOOR_KEY,
                                                        "You chose all bosses, go get void heart ya dip.");
                        return;
                    }
                }

                // All checks passed, time to open up
                Ref.PD.openedBlackEggDoor = true;
                doorFSM.SetState("Opened");
                doorTransitionPoint.gameObject.SetActive(true);
            }
        }