// Token: 0x06000056 RID: 86 RVA: 0x00005804 File Offset: 0x00003A04 public static DungeonFlow CreateMazeFlow(Dungeon dungeon) { DungeonFlow dungeonFlow = SampleFlow.CreateNewFlow(dungeon); dungeonFlow.name = "maze_flow"; DungeonFlowNode dungeonFlowNode = SampleFlow.NodeFromAssetName(dungeonFlow, "elevator entrance"); dungeonFlow.FirstNode = dungeonFlowNode; dungeonFlow.AddNodeToFlow(dungeonFlowNode, null); DungeonFlowNode dungeonFlowNode2 = new DungeonFlowNode(dungeonFlow) { overrideExactRoom = RoomFactory.BuildFromResource("resource/rooms/maze.room").room }; dungeonFlow.AddNodeToFlow(dungeonFlowNode2, dungeonFlowNode); dungeonFlow.AddNodeToFlow(SampleFlow.NodeFromAssetName(dungeonFlow, "exit_room_basic"), dungeonFlowNode2); dungeon = null; return(dungeonFlow); }
public static DungeonFlow CreateMazeFlow(Dungeon dungeon) { var flow = CreateNewFlow(dungeon); flow.name = "maze_flow"; var entrance = NodeFromAssetName(flow, "elevator entrance"); flow.FirstNode = entrance; flow.AddNodeToFlow(entrance, null); var maze = new DungeonFlowNode(flow) { overrideExactRoom = RoomFactory.BuildFromResource("resource/rooms/maze.room").room }; flow.AddNodeToFlow(maze, entrance); flow.AddNodeToFlow(NodeFromAssetName(flow, "exit_room_basic"), maze); dungeon = null; return(flow); }
// Token: 0x060001C2 RID: 450 RVA: 0x000128FC File Offset: 0x00010AFC public static void Add() { ShrineFactory shrineFactory = new ShrineFactory(); { shrineFactory.name = "MountainBny Shrine"; shrineFactory.modID = "bny"; shrineFactory.text = "A shrine to the Gungeon Master. Voices of the Jammed whisper promises of power."; shrineFactory.spritePath = "BunnyMod/Resources/shrines/shrineoftheleadlord.png"; shrineFactory.room = RoomFactory.BuildFromResource("BunnyMod/Resources/rooms/shrineofleadlordroom.room").room; shrineFactory.acceptText = "Accept their promises."; shrineFactory.declineText = "Leave them be."; shrineFactory.OnAccept = new Action <PlayerController, GameObject>(ShrineOfTheLeadLord.Accept); shrineFactory.OnDecline = null; shrineFactory.CanUse = new Func <PlayerController, GameObject, bool>(ShrineOfTheLeadLord.CanUse); shrineFactory.offset = new Vector3(-1f, -1f, 0f); shrineFactory.talkPointOffset = new Vector3(0f, 3f, 0f); shrineFactory.isToggle = false; shrineFactory.isBreachShrine = false; } GameObject gameObject = shrineFactory.Build(); }
// Token: 0x060001C2 RID: 450 RVA: 0x000128FC File Offset: 0x00010AFC public static void Add() { ShrineFactory shrineFactorya = new ShrineFactory(); { shrineFactorya.name = "ChaosCorruptionShrine"; shrineFactorya.modID = "bny"; shrineFactorya.text = "Whatever this shrine may have been, it has been eaten away by chaotic corruption."; shrineFactorya.spritePath = "BunnyMod/Resources/shrines/chaoscorruptionshrine.png"; shrineFactorya.room = RoomFactory.BuildFromResource("BunnyMod/Resources/rooms/chaosshrine1.room").room; shrineFactorya.acceptText = "Poke at it like the curious idiot that you are."; shrineFactorya.declineText = "Leave it alone."; shrineFactorya.OnAccept = new Action <PlayerController, GameObject>(ChaosCorruptionShrine.Accept); shrineFactorya.OnDecline = null; shrineFactorya.CanUse = new Func <PlayerController, GameObject, bool>(ChaosCorruptionShrine.CanUse); shrineFactorya.offset = new Vector3(-1f, -1f, 0f); shrineFactorya.talkPointOffset = new Vector3(0f, 1f, 0f); shrineFactorya.isToggle = false; shrineFactorya.isBreachShrine = false; } GameObject gameObject = shrineFactorya.Build(); }
// Token: 0x060001C2 RID: 450 RVA: 0x000128FC File Offset: 0x00010AFC public static void Add() { ShrineFactory shrineFactory = new ShrineFactory(); { shrineFactory.name = "why"; shrineFactory.modID = "bny"; shrineFactory.text = "...."; shrineFactory.spritePath = "BunnyMod/Resources/shrines/imsorryneighborino.png"; shrineFactory.room = RoomFactory.BuildFromResource("BunnyMod/Resources/rooms/StrangerBossRoom.room").room; shrineFactory.acceptText = "..."; shrineFactory.declineText = "Youre a monster Bunny."; shrineFactory.OnAccept = null; shrineFactory.OnDecline = null; shrineFactory.CanUse = new Func <PlayerController, GameObject, bool>(PleaseForgiveMe.CanUse); shrineFactory.offset = new Vector3(-19f, -19f, 0f); shrineFactory.talkPointOffset = new Vector3(0f, 3f, 0f); shrineFactory.isToggle = false; shrineFactory.isBreachShrine = false; } GameObject gameObject = shrineFactory.Build(); }
public static void Add() { ShrineFactory sf = new ShrineFactory() { name = "Key Shrine", modID = "kts", text = "A shrine representing the key to happiness.", spritePath = "GungeonAPI/resource/shrine_heart_key.png", room = RoomFactory.BuildFromResource("GungeonAPI/resource/rooms/KeyShrine.room").room, acceptText = "Offer a heart to unlock your potential", declineText = "Walk away", OnAccept = Accept, OnDecline = null, CanUse = CanUse, offset = new Vector3(10, 0, 0), talkPointOffset = new Vector3(0, 3, 0), isToggle = false, isBreachShrine = false }; //register shrine sf.Build(); }