예제 #1
0
        public static void Add()
        {
            OldShrineFactory shrineFactory = new OldShrineFactory
            {
                name       = "Carto",
                modID      = "omitb",
                spritePath = "NevernamedsItems/Resources/NPCSprites/Carto/carto_idle_001.png",
                //shadowSpritePath = "NevernamedsItems/Resources/NPCSprites/Carto/carto_shadow_001.png",
                room                  = RoomFactory.BuildFromResource("NevernamedsItems/Resources/EmbeddedRooms/InvestmentShrineRoom.room").room,
                OnAccept              = new Action <PlayerController, GameObject>(Carto.Accept),
                OnDecline             = null,
                CanUse                = new Func <PlayerController, GameObject, bool>(Carto.CanUse),
                talkPointOffset       = new Vector3(2.31f, 1.0f, 0f),
                isToggle              = false,
                isBreachShrine        = false,
                interactableComponent = typeof(CartoInteractible)
            };
            GameObject gameObject = shrineFactory.Build();

            gameObject.AddAnimation("idle", "NevernamedsItems/Resources/NPCSprites/Carto/carto_idle", 12, NPCBuilder.AnimationType.Idle, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk", "NevernamedsItems/Resources/NPCSprites/Carto/carto_talk", 12, NPCBuilder.AnimationType.Talk, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("talk_start", "NevernamedsItems/Resources/NPCSprites/Carto/carto_talk", 12, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            gameObject.AddAnimation("do_effect", "NevernamedsItems/Resources/NPCSprites/Carto/carto_talk", 12, NPCBuilder.AnimationType.Other, DirectionalAnimation.DirectionType.None, DirectionalAnimation.FlipType.None);
            CartoInteractible component = gameObject.GetComponent <CartoInteractible>();

            gameObject.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(gameObject.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(gameObject);
            CartoPrefab = gameObject;
        }
예제 #2
0
        public static void Add()
        {
            OldShrineFactory aa = new OldShrineFactory
            {
                name            = "KliklokShrine",
                modID           = "omitb",
                text            = "A shrine to Kliklok, patron god of chests. Giving a blood sacrifice to his effigy may bolster his disciples.",
                spritePath      = "NevernamedsItems/Resources/Shrines/kliklok_shrine.png",
                room            = RoomFactory.BuildFromResource("NevernamedsItems/Resources/EmbeddedRooms/KliklokRoom.room").room,
                RoomWeight      = 1f,
                acceptText      = "Pray <Lose HP>",
                declineText     = "Leave",
                OnAccept        = Accept,
                OnDecline       = null,
                CanUse          = CanUse,
                offset          = new Vector3(-1.5f, -1, 0),
                talkPointOffset = new Vector3(0, 3, 0),
                isToggle        = false,
                isBreachShrine  = false,
            };

            aa.Build();
            spriteId = SpriteBuilder.AddSpriteToCollection(spriteDefinition, ShrineFactory.ShrineIconCollection);
        }
        public static void Add()
        {
            OldShrineFactory aa = new OldShrineFactory
            {
                name            = "TurtleShrine",
                modID           = "omitb",
                text            = "A shrine to a bizarre Gungeoneer, whose psychopathy was rewarded by a bloodthirsty reptilian horde.",
                spritePath      = "NevernamedsItems/Resources/Shrines/turtle_shrine.png",
                room            = RoomFactory.BuildFromResource("NevernamedsItems/Resources/EmbeddedRooms/TurtleShrineRoom.room").room,
                RoomWeight      = 1f,
                acceptText      = "Beat your head against the statue <Lose Half a Heart>",
                declineText     = "Leave",
                OnAccept        = Accept,
                OnDecline       = null,
                CanUse          = CanUse,
                offset          = new Vector3(-1, -1, 0),
                talkPointOffset = new Vector3(0, 3, 0),
                isToggle        = false,
                isBreachShrine  = false,
            };

            aa.Build();
            spriteId = SpriteBuilder.AddSpriteToCollection(spriteDefinition, ShrineFactory.ShrineIconCollection);
        }
예제 #4
0
        public static void Add()
        {
            OldShrineFactory aa = new OldShrineFactory
            {
                name            = "DagunShrine",
                modID           = "omitb",
                text            = "A shrine to Dagun, god of plenty. His amphora of shells running never dry.",
                spritePath      = "NevernamedsItems/Resources/Shrines/dagun_shrine.png",
                room            = RoomFactory.BuildFromResource("NevernamedsItems/Resources/EmbeddedRooms/DagunShrine.room").room,
                RoomWeight      = 1f,
                acceptText      = "Pray <Lose HP>",
                declineText     = "Leave",
                OnAccept        = Accept,
                OnDecline       = null,
                CanUse          = CanUse,
                offset          = new Vector3(-1, -1, 0),
                talkPointOffset = new Vector3(0, 3, 0),
                isToggle        = false,
                isBreachShrine  = false,
            };

            aa.Build();
            spriteId = SpriteBuilder.AddSpriteToCollection(spriteDefinition, ShrineFactory.ShrineIconCollection);
        }
        public static void Add()
        {
            OldShrineFactory aa = new OldShrineFactory
            {
                name            = "ExecutionerShrine",
                modID           = "omitb",
                text            = "A shrine to an over-zealous Executioner, fond of gambling and wagers. Those who conjure his spirit are either saved or damned depending on a roll of the dice.",
                spritePath      = "NevernamedsItems/Resources/Shrines/executioner_shrine.png",
                room            = RoomFactory.BuildFromResource("NevernamedsItems/Resources/EmbeddedRooms/ExecutionerShrine.room").room,
                RoomWeight      = 1f,
                acceptText      = "Conjure The Spirit of Execution",
                declineText     = "Leave",
                OnAccept        = Accept,
                OnDecline       = null,
                CanUse          = CanUse,
                offset          = new Vector3(-1, -1, 0),
                talkPointOffset = new Vector3(0, 3, 0),
                isToggle        = false,
                isBreachShrine  = false,
            };

            aa.Build();
            spriteId = SpriteBuilder.AddSpriteToCollection(spriteDefinition, ShrineFactory.ShrineIconCollection);
        }
        public static void Add()
        {
            OldShrineFactory aa = new OldShrineFactory
            {
                name            = "InvestmentShrine",
                modID           = "omitb",
                text            = "A shrine to the darkest of demonic hordes- the board of investors. Giving up your money seems like a great investment opportunity.",
                spritePath      = "NevernamedsItems/Resources/Shrines/investment.png",
                room            = RoomFactory.BuildFromResource("NevernamedsItems/Resources/EmbeddedRooms/InvestmentShrineRoom.room").room,
                RoomWeight      = 1f,
                acceptText      = "Invest!",
                declineText     = "Leave",
                OnAccept        = Accept,
                OnDecline       = null,
                CanUse          = CanUse,
                offset          = new Vector3(-1, -1, 0),
                talkPointOffset = new Vector3(0, 3, 0),
                isToggle        = false,
                isBreachShrine  = false,
            };

            aa.Build();
            spriteId = SpriteBuilder.AddSpriteToCollection(spriteDefinition, ShrineFactory.ShrineIconCollection);
        }
        public static void Add()
        {
            OldShrineFactory aa = new OldShrineFactory
            {
                name            = "ArtemissileShrine",
                modID           = "omitb",
                text            = "A shrine to Artemissile, goddess of the eternal hunt. Grants enchanted arms to her most devout followers.",
                spritePath      = "NevernamedsItems/Resources/Shrines/artemissile_shrine.png",
                room            = RoomFactory.BuildFromResource("NevernamedsItems/Resources/EmbeddedRooms/ArtemissileShrine.room").room,
                RoomWeight      = 1f,
                acceptText      = "Prove your devotion to the hunt <Lose HP>",
                declineText     = "Leave",
                OnAccept        = Accept,
                OnDecline       = null,
                CanUse          = CanUse,
                offset          = new Vector3(-1.5f, -1, 0),
                talkPointOffset = new Vector3(0, 3, 0),
                isToggle        = false,
                isBreachShrine  = false,
            };

            aa.Build();
            spriteId = SpriteBuilder.AddSpriteToCollection(spriteDefinition, ShrineFactory.ShrineIconCollection);
        }
예제 #8
0
        public static void Add()
        {
            OldShrineFactory aa = new OldShrineFactory
            {
                name            = "RelodinShrine",
                modID           = "omitb",
                text            = "A shrine to the lord of chambered rounds Relodin. According to legend, he plucked out his eye as a tribute to Kaliber, and in return recieved great wisdom.",
                spritePath      = "NevernamedsItems/Resources/Shrines/relodin_shrine.png",
                room            = RoomFactory.BuildFromResource("NevernamedsItems/Resources/EmbeddedRooms/RelodinShrineRoom.room").room,
                RoomWeight      = 1f,
                acceptText      = "Give an eye for knowledge <Accuracy Down>",
                declineText     = "Leave",
                OnAccept        = Accept,
                OnDecline       = null,
                CanUse          = CanUse,
                offset          = new Vector3(-1, -1, 0),
                talkPointOffset = new Vector3(0, 3, 0),
                isToggle        = false,
                isBreachShrine  = false,
            };

            aa.Build();
            spriteId = SpriteBuilder.AddSpriteToCollection(spriteDefinition, ShrineFactory.ShrineIconCollection);
        }