public static bool Init() { Commando.Setup(); Huntress.Setup(); Artificer.Setup(); Mercenary.Setup(); Engineer.Setup(); Acrid.Setup(); return(true); //#region merc //LoadoutAPI.AddSkill(typeof(VTStates.States.Mercenary.SummonClones)); //{ // SkillDef mySkillDef = ScriptableObject.CreateInstance<SkillDef>(); // mySkillDef.activationState = new SerializableEntityStateType(typeof(VTStates.States.Mercenary.SummonClones)); // mySkillDef.activationStateMachineName = "Weapon"; // mySkillDef.baseMaxStock = 2; // mySkillDef.baseRechargeInterval = 16f; // mySkillDef.beginSkillCooldownOnSkillEnd = false; // mySkillDef.canceledFromSprinting = false; // mySkillDef.fullRestockOnAssign = true; // mySkillDef.interruptPriority = InterruptPriority.Any; // mySkillDef.isBullets = false; // mySkillDef.isCombatSkill = true; // mySkillDef.mustKeyPress = true; // mySkillDef.noSprint = false; // mySkillDef.rechargeStock = 1; // mySkillDef.requiredStock = 1; // mySkillDef.shootDelay = 0f; // mySkillDef.stockToConsume = 1; // //mySkillDef.icon = Resources.Load<Sprite>() // mySkillDef.skillDescriptionToken = "Summon a shadow clone that inherits your items"; // mySkillDef.skillName = "EXPANDEDSKILLS_SUMMONCLONE_SPECIAL"; // mySkillDef.skillNameToken = "Shadow Clones"; // LoadoutAPI.AddSkillDef(mySkillDef); // GameObject gameObject = Resources.Load<GameObject>("prefabs/characterbodies/mercbody"); // SkillLocator component = gameObject.GetComponent<SkillLocator>(); // SkillFamily skillFamily = component.special.skillFamily; // Array.Resize(ref skillFamily.variants, skillFamily.variants.Length + 1); // skillFamily.variants[skillFamily.variants.Length - 1] = new SkillFamily.Variant // { // skillDef = mySkillDef, // unlockableName = "", // viewableNode = new ViewablesCatalog.Node(mySkillDef.skillNameToken, false, null) // }; //} //#endregion merc #region commando #endregion commando }