public static void Postfix(ref EntityAlive __instance) { // Check if this feature is enabled. if (Configuration.CheckFeatureStatus(AdvFeatureClass, Feature)) { if (__instance is EntityPlayerLocal) { return; } if (RandomSizeHelper.AllowedRandomSize(__instance)) { // This is the distributed random heigh multiplier. Add or adjust values as you see fit. By default, it's just a small adjustment. float[] numbers = new float[9] { 0.7f, 0.8f, 0.9f, 0.9f, 1.0f, 1.0f, 1.0f, 1.1f, 1.2f }; System.Random random = new System.Random(); int randomIndex = random.Next(0, numbers.Length); float flScale = numbers[randomIndex]; AdvLogging.DisplayLog(AdvFeatureClass, " Random Size: " + flScale); __instance.Buffs.AddCustomVar("RandomSize", flScale); // scale down the zombies, or upscale them __instance.gameObject.transform.localScale = new Vector3(flScale, flScale, flScale); } // Check if there's random ranges EntityClass entityClass = __instance.EntityClass; if (entityClass.Properties.Values.ContainsKey("RandomSizes")) { List <float> Ranges = new List <float>(); float flScale = 1f; foreach (string text in entityClass.Properties.Values["RandomSizes"].Split(new char[] { ',' })) { Ranges.Add(StringParsers.ParseFloat(text)); } System.Random random = new System.Random(); int randomIndex = random.Next(0, Ranges.Count); flScale = Ranges[randomIndex]; AdvLogging.DisplayLog(AdvFeatureClass, " Random Size: " + flScale); __instance.Buffs.AddCustomVar("RandomSize", flScale); // scale down the zombies, or upscale them __instance.gameObject.transform.localScale = new Vector3(flScale, flScale, flScale); } } }
public static void Postfix(EntityAlive __instance, BinaryWriter _bw) { if (!Configuration.CheckFeatureStatus(AdvFeatureClass, Feature)) { return; } try { if (RandomSizeHelper.AllowedRandomSize(__instance)) { float flScale = __instance.gameObject.transform.localScale.x; _bw.Write(flScale); } } catch (Exception) { } }
public static void Postfix(EntityAlive __instance, BinaryReader _br) { if (!Configuration.CheckFeatureStatus(AdvFeatureClass, Feature)) { return; } try { if (RandomSizeHelper.AllowedRandomSize(__instance)) { float flScale = _br.ReadSingle(); __instance.gameObject.transform.localScale = new Vector3(flScale, flScale, flScale); } } catch (Exception) { } }
public static void Postfix(EntityAlive __instance) { // Check if this feature is enabled. if (Configuration.CheckFeatureStatus(AdvFeatureClass, Feature)) { if (RandomSizeHelper.AllowedRandomSize(__instance)) { // This is the distributed random heigh multiplier. Add or adjust values as you see fit. By default, it's just a small adjustment. float[] numbers = new float[9] { 0.7f, 0.8f, 0.9f, 0.9f, 1.0f, 1.0f, 1.0f, 1.1f, 1.2f }; System.Random random = new System.Random(); int randomIndex = random.Next(0, numbers.Length); float flScale = numbers[randomIndex]; AdvLogging.DisplayLog(AdvFeatureClass, " Random Size: " + flScale); // scale down the zombies, or upscale them __instance.gameObject.transform.localScale = new Vector3(flScale, flScale, flScale); } } }