Exemplo n.º 1
0
        private void UpdateWeaponUsage(GravityGun gun)
        {
            var botBehaviorSet = Player.GetBotBehaviorSet();

            if (GetNeareastObject(gun) == null || m_state == State.Cooldown)
            {
                // the old solution was to set ammo to 0 to disable using this gun. But the bot
                // will always sheathe weapon when running out of ammo and switch back, which
                // is very slow and distracting
                // Forbidden bot to use ranged weapon for a while will not make it switch weapon back and forth
                if (botBehaviorSet.RangedWeaponUsage)
                {
                    botBehaviorSet.RangedWeaponUsage = false;
                    Player.SetBotBehaviorSet(botBehaviorSet);
                }
            }
            else
            {
                if (!botBehaviorSet.RangedWeaponUsage)
                {
                    botBehaviorSet.RangedWeaponUsage = true;
                    Player.SetBotBehaviorSet(botBehaviorSet);
                }
            }
        }
Exemplo n.º 2
0
 private int GetCurrentAmmo(GravityGun gun)
 {
     return(gun.Type == WeaponItemType.Rifle ?
            Player.CurrentPrimaryWeapon.CurrentAmmo
         :
            Player.CurrentSecondaryWeapon.CurrentAmmo);
 }
Exemplo n.º 3
0
 private void Awake()
 {
     movement              = GetComponent <Movement>();
     mainCamera            = Camera.main.GetComponent <Camera>();
     levelController       = levelObj.GetComponent <LevelController>();
     gravityGun            = GetComponent <GravityGun>();
     playerAudioController = GetComponent <PlayerAudioController>();
 }
Exemplo n.º 4
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         GravityGun gravityGun = other.GetComponentInChildren <GravityGun>();
         gravityGun.PowerUp();
         Destroy(this.gameObject);
     }
 }
Exemplo n.º 5
0
 private IObject GetNeareastObject(GravityGun gun)
 {
     if (ScriptHelper.IsElapsed(m_checkNeareastObjectTime, 30))
     {
         m_checkNeareastObjectTime = Game.TotalElapsedGameTime;
         m_neareastObject          = SearchNearestObject(gun);
     }
     return(m_neareastObject);
 }
Exemplo n.º 6
0
    private void Awake()
    {
        instance      = this;
        carryCapacity = pickups.Length;
        playerStart   = transform.position;

        cam = GetComponentInChildren <Camera>().transform;
        ps_meshOutline.transform.localScale = smallScale;
    }
Exemplo n.º 7
0
        private IObject SearchNearestObject(GravityGun gun)
        {
            var holdPosition = gun.GetHoldPosition(false);
            var filterArea   = ScriptHelper.GrowFromCenter(
                holdPosition + Vector2.UnitX * Player.FacingDirection * GravityGun.Range / 2, GravityGun.Range);
            IObject nearestObject = null;

            foreach (var obj in Game.GetObjectsByArea(filterArea))
            {
                var rangeLimit  = GetRangeLimit();
                var objPosition = obj.GetWorldPosition();

                if (ScriptHelper.IsDynamicObject(obj) &&
                    !GravityGun.Blacklist.Contains(obj.Name) &&
                    ScriptHelper.IntersectCircle(obj.GetAABB(), holdPosition, GravityGun.Range, rangeLimit[0], rangeLimit[1]) &&
                    !GetMimimumRange().Intersects(obj.GetAABB()) &&
                    (nearestObject == null || Rank(nearestObject, obj) == 1))
                {
                    var rcInput = new RayCastInput()
                    {
                        ClosestHitOnly   = true,
                        FilterOnMaskBits = true,
                        MaskBits         = CategoryBits.StaticGround,
                    };
                    var results = Game.RayCast(holdPosition, objPosition, rcInput);

                    if (results.Count() > 0 && results.First().HitObject != null)
                    {
                        var result = results.First();
                        var closestStaticObjPosition = result.Position;

                        if (Vector2.DistanceSquared(holdPosition, objPosition) <
                            Vector2.DistanceSquared(holdPosition, closestStaticObjPosition))
                        {
                            nearestObject = obj;
                        }
                    }
                    else
                    {
                        nearestObject = obj;
                    }
                }
            }

            return(nearestObject);
        }
Exemplo n.º 8
0
        private bool MaybeLockTarget(GravityGun gun, IObject obj)
        {
            if (m_aimDirection == Vector2.Zero)
            {
                m_aimDirection = Player.AimVector;
                return(false); // init
            }

            if (ScriptHelper.IsElapsed(m_aimCheckTime, 15))
            {
                var aimDirection = Player.AimVector;
                if (Math.Abs(ScriptHelper.GetAngle(aimDirection) - ScriptHelper.GetAngle(m_aimDirection)) < MathExtension.OneDeg)
                {
                    return(true);
                }
                m_aimDirection = aimDirection;
                m_aimCheckTime = Game.TotalElapsedGameTime;
            }
            return(false);
        }
Exemplo n.º 9
0
        private bool IsObjectInRange(GravityGun gun, IObject obj)
        {
            var holdPosition = gun.GetHoldPosition(false);
            var rcInput      = new RayCastInput()
            {
                MaskBits         = (ushort)(gun.IsSupercharged ? CategoryBits.Dynamic + CategoryBits.Player : CategoryBits.Dynamic),
                FilterOnMaskBits = true,
            };
            var results = Game.RayCast(holdPosition, holdPosition + Player.AimVector * GravityGun.Range, rcInput);

            Game.DrawLine(holdPosition, holdPosition + Player.AimVector * GravityGun.Range);

            foreach (var result in results)
            {
                if (result.ObjectID == obj.UniqueID)
                {
                    return(true);
                }
            }
            return(false);
        }
Exemplo n.º 10
0
        private bool IsPlayerInRange(GravityGun gun, IPlayer player)
        {
            if (player == null)
            {
                return(false);
            }

            var holdPosition = gun.GetHoldPosition(false);
            var rcInput      = new RayCastInput()
            {
                MaskBits         = CategoryBits.Player,
                FilterOnMaskBits = true,
            };
            var results = Game.RayCast(Bot.Position, Bot.Position + Player.AimVector * GravityGun.Range * 4, rcInput);

            foreach (var result in results)
            {
                if (result.ObjectID == player.UniqueID)
                {
                    return(true);
                }
            }
            return(false);
        }
Exemplo n.º 11
0
    public void Initialize(GravityGun gun)
    {
        _gun = gun;

        _collectedVoxels = new List <VoxelManager>();
    }
Exemplo n.º 12
0
 // Start is called before the first frame update
 void Start()
 {
     GG = GameObject.FindWithTag("Player").GetComponent <GravityGun>();
 }
Exemplo n.º 13
0
 // Use this for initialization
 void Start()
 {
     gravityGun = GameObject.FindGameObjectWithTag("Player").GetComponent <GravityGun>();
     movement   = GameObject.FindGameObjectWithTag("Feet").GetComponent <TestMovement>();
     rotateGun  = GameObject.FindGameObjectWithTag("Gun").GetComponent <RotateGun>();
 }
Exemplo n.º 14
0
 // Use this for initialization
 void Start()
 {
     movement   = (Movement)movementController.GetComponent("MovementImpl");
     menu       = (Menu)menuController.GetComponent("MenuImpl");
     gravityGun = (GravityGun)this.GetComponent("GravityGunImpl");
 }
Exemplo n.º 15
0
        public void Update(float elapsed, GravityGun gun)
        {
            if (Constants.IS_ME_ALONE)
            {
                m_debugText.SetWorldPosition(Player.GetWorldPosition());
                m_debugText.SetText(ScriptHelper.ToDisplayString(m_state + "\n", Player.IsInputEnabled + "\n",
                                                                 Player.GetBotBehaviorSet().RangedWeaponUsage + "\n", GetNeareastObject(gun) == null));
            }
            else
            {
                Bot.LogDebug(m_state, Player.IsInputEnabled, Player.GetBotBehaviorSet().RangedWeaponUsage);
            }

            if (m_state == State.Normal || m_state == State.Cooldown)
            {
                // Trick the bot to use this weapon only when there are objects around
                // and stop using it when there is nothing to shoot with
                UpdateWeaponUsage(gun);
            }
            else
            {
                m_timeout += elapsed;

                if (m_timeout >= 3000f)
                {
                    Stop("State timeout");
                }
                if (Player.IsStaggering || Player.IsStunned || !Player.IsOnGround || Player.IsBurningInferno)
                {
                    Stop("Player is stunned");
                }
            }

            if (Game.IsEditorTest)
            {
                var o = GetNeareastObject(gun);
                if (o != null)
                {
                    Game.DrawArea(o.GetAABB(), Color.Red);
                }
                if (NearestObject != null)
                {
                    Game.DrawArea(NearestObject.GetAABB(), Color.Magenta);
                }
                foreach (var p in SearchedEnemies)
                {
                    Game.DrawArea(p.GetAABB(), Color.Cyan);
                }
                if (m_targetEnemy != null)
                {
                    Game.DrawArea(m_targetEnemy.GetAABB(), Color.Green);
                }
                Game.DrawArea(DangerArea, Color.Red);
                Game.DrawCircle(gun.GetHoldPosition(false), GravityGun.Range);
                Game.DrawArea(GetMimimumRange(), Color.Cyan);
            }

            //ScriptHelper.Stopwatch(() =>
            //{
            switch (m_state)
            {
            case State.Normal:
            {
                if (!ScriptHelper.IsElapsed(m_stateDelay, 30))
                {
                    break;
                }

                m_stateDelay = Game.TotalElapsedGameTime;
                if (EnemiesNearby())
                {
                    if (!Player.IsInputEnabled)
                    {
                        Player.SetInputEnabled(true);
                    }
                    break;
                }

                var enemies = SearchedEnemies;
                if (enemies.Count() > 0 && NearestObject == null)
                {
                    NearestObject = gun.IsSupercharged ? enemies.First() : GetNeareastObject(gun);
                }

                if (NearestObject != null && !m_executeOnce && Player.IsOnGround &&
                    !Player.IsStaggering && !Player.IsStunned && !Player.IsHoldingPlayerInGrab)
                {
                    Player.SetInputEnabled(false);

                    if (Player.CurrentWeaponDrawn != gun.Type)
                    {
                        if (gun.Type == WeaponItemType.Rifle)
                        {
                            Player.AddCommand(new PlayerCommand(PlayerCommandType.DrawRifle));
                        }
                        if (gun.Type == WeaponItemType.Handgun)
                        {
                            Player.AddCommand(new PlayerCommand(PlayerCommandType.DrawHandgun));
                        }
                        ChangeState(State.Drawing);
                        break;
                    }

                    if (GetCurrentAmmo(gun) == 0)
                    {
                        Player.AddCommand(new PlayerCommand(PlayerCommandType.Reload));
                        ChangeState(State.Reloading);
                        break;
                    }

                    Player.AddCommand(new PlayerCommand(PlayerCommandType.StartAimAtPrecise, NearestObject.UniqueID));
                    m_executeOnce = true;
                }

                if (NearestObject != null && Player.CurrentWeaponDrawn == gun.Type && GetCurrentAmmo(gun) > 0)
                {
                    ChangeState(State.AimingTargetedObject);
                }
                break;
            }

            case State.Drawing:
            {
                if (!Player.IsDrawingWeapon)
                {
                    ChangeState(State.Normal);
                }
                break;
            }

            case State.Reloading:
            {
                if (!Player.IsReloading)
                {
                    ChangeState(State.Normal);
                }
                break;
            }

            case State.AimingTargetedObject:
            {
                var rangeLimit   = GetRangeLimit();
                var holdPosition = gun.GetHoldPosition(false);

                if (NearestObject.IsRemoved ||
                    !ScriptHelper.IntersectCircle(NearestObject.GetAABB(), holdPosition, GravityGun.Range,
                                                  rangeLimit[0], rangeLimit[1]))
                {
                    Stop("NearestObject not in range");
                    break;
                }

                if (Player.IsManualAiming && MaybeLockTarget(gun, NearestObject) && IsObjectInRange(gun, NearestObject))
                {
                    gun.PickupObject();
                    ChangeState(State.Retrieving);
                }
                break;
            }

            case State.Retrieving:
            {
                if (gun.TargetedObject == null || IsObjectStuck(gun.TargetedObject))
                {
                    Stop(gun.TargetedObject == null ? "TargetedObject = null" : "TargetedObject is stuck");
                    break;
                }
                if (gun.IsTargetedObjectStabilized && gun.TargetedObject.GetLinearVelocity().Length() < 1)
                {
                    var enemies = SearchedEnemies;
                    if (enemies.Count() > 0 || m_nearestObjectIsPlayer)
                    {
                        if (enemies.Count() > 1 && m_nearestObjectIsPlayer)
                        {
                            foreach (var enemy in enemies)
                            {
                                if (enemy.UniqueID != NearestObject.UniqueID)
                                {
                                    m_targetEnemy = enemy; break;
                                }
                            }
                        }
                        else if (enemies.Count() > 0)
                        {
                            m_targetEnemy = enemies.First();
                        }

                        if (m_targetEnemy != null)
                        {
                            Player.AddCommand(new PlayerCommand(PlayerCommandType.StartAimAtPrecise, m_targetEnemy.UniqueID));
                        }
                        ChangeState(State.AimingEnemy);
                        var botBehaviorSet = Player.GetBotBehaviorSet();
                        m_shootDelayTimeThisTurn = RandomHelper.Between(
                            botBehaviorSet.RangedWeaponPrecisionAimShootDelayMin,
                            botBehaviorSet.RangedWeaponPrecisionAimShootDelayMax);
                    }
                    else
                    {
                        Stop("No enemies to shoot");
                    }
                }
                break;
            }

            case State.AimingEnemy:
            {
                if (gun.TargetedObject == null || m_targetEnemy != null && (m_targetEnemy.IsDead || m_targetEnemy.IsRemoved))
                {
                    Stop(gun.TargetedObject == null ? "Already Shot" : "Enemy already dead");
                    break;
                }
                if (IsPlayerInRange(gun, m_targetEnemy) || m_nearestObjectIsPlayer)
                {
                    m_shootDelayTime += elapsed;

                    if (m_shootDelayTime >= m_shootDelayTimeThisTurn)
                    {
                        if (!m_nearestObjectIsPlayer && NearestObject.GetLinearVelocity().Length() < 1 ||
                            m_nearestObjectIsPlayer)
                        {
                            Player.AddCommand(new PlayerCommand(PlayerCommandType.AttackOnce));
                            m_shootDelayTime = 0f;
                        }
                    }
                }
                break;
            }

            case State.Cooldown:
            {
                if (ScriptHelper.IsElapsed(m_cooldownTime, CooldownTime))
                {
                    ChangeState(State.Normal);
                }
                break;
            }
            }

            //    return m_state.ToString();
            //});
        }
Exemplo n.º 16
0
        public override void Start()
        {
            try
            {
                ETGModConsole.Log("Once More Into The Breach started initialising...");

                //Rooms
                ZipFilePath = this.Metadata.Archive;
                FilePath    = this.Metadata.Directory + "/rooms";
                ModName     = this.Metadata.Name;

                //Tools and Toolboxes
                StaticReferences.Init();
                ExoticPlaceables.Init();
                DungeonHandler.Init();
                Tools.Init();
                ShrineFakePrefabHooks.Init();

                ShrineFactory.Init();
                OldShrineFactory.Init();

                FakePrefabHooks.Init();

                ItemBuilder.Init();
                CharApi.Init("nn");
                CustomClipAmmoTypeToolbox.Init();
                EnemyTools.Init();
                NpcApi.Hooks.Init();
                EnemyAPI.Hooks.Init();
                SaveAPIManager.Setup("nn");
                AudioResourceLoader.InitAudio();
                CurseManager.Init();
                ETGModMainBehaviour.Instance.gameObject.AddComponent <GlobalUpdate>();
                ETGModMainBehaviour.Instance.gameObject.AddComponent <CustomDarknessHandler>();
                GameOfLifeHandler.Init();
                //ETGModMainBehaviour.Instance.gameObject.AddComponent<GameOfLifeHandler>();

                //ETGModConsole.Log(Assembly.GetExecutingAssembly().FullName);

                //Challenges
                Challenges.Init();

                //Hooks n Shit
                PlayerToolsSetup.Init();
                EnemyHooks.InitEnemyHooks();
                CompanionisedEnemyUtility.InitHooks();
                MiscUnlockHooks.InitHooks();
                FloorAndGenerationToolbox.Init();
                PedestalHooks.Init();
                ExplosionHooks.Init();
                ChestToolbox.Inithooks();
                UIHooks.Init();
                ComplexProjModBeamCompatibility.Init();
                ReloadBreachShrineHooks.Init();
                metadata = this.Metadata;
                //VFX Setup
                VFXToolbox.InitVFX();
                EasyVFXDatabase.Init(); //Needs to occur before goop definition
                ShadeFlightHookFix.Init();

                //Status Effect Setup
                StaticStatusEffects.InitCustomEffects();
                PlagueStatusEffectSetup.Init();
                Confusion.Init();

                //Goop Setup
                EasyGoopDefinitions.DefineDefaultGoops();
                DoGoopEffectHook.Init();

                //Commands and Other Console Utilities
                Commands.Init();

                //Hats
                HatUtility.NecessarySetup();
                HatDefinitions.Init();

                //Gamemodes
                AllJammedState.Init();
                JammedChests.Init();

                //Exotic Object Shit

                //VFX
                LockdownStatusEffect.Initialise();

                //Testing / Debug Items
                ActiveTestingItem.Init();
                PassiveTestingItem.Init();
                BulletComponentLister.Init();
                ObjectComponentLister.Init();

                //-----------------------------------------------------ITEMS GET INITIALISED
                #region ItemInitialisation
                //Character Starters
                ShadeHand.Init();
                ShadeHeart.Init();
                //Egg Salad and Prima Bean can go here, because they were the first
                EggSalad.Init();
                PrimaBean.Init();
                //Bullet modifiers
                BashingBullets.Init();
                TitanBullets.Init();
                MistakeBullets.Init();
                FiftyCalRounds.Init();
                UnengravedBullets.Init();
                EngravedBullets.Init();
                HardReloadBullets.Init();
                NitroBullets.Init();
                SupersonicShots.Init();
                GlassRounds.Init();
                Junkllets.Init();
                BloodthirstyBullets.Init();
                CleansingRounds.Init();
                HallowedBullets.Init();
                PromethianBullets.Init();
                EpimethianBullets.Init();
                RandoRounds.Init();
                IngressBullets.Init(); //Unfinished
                HematicRounds.Init();
                FullArmourJacket.Init();
                MirrorBullets.Init();
                CrowdedClip.Init();
                BashfulShot.Init();
                OneShot.Init();
                BulletBullets.Init();
                AntimatterBullets.Init();
                SpectreBullets.Init();
                Tabullets.Init();
                TierBullets.Init(); //Unfinished
                BombardierShells.Init();
                GildedLead.Init();
                DemoterBullets.Init();
                Voodoollets.Init();
                TracerRound.Init();
                EndlessBullets.Init();
                HellfireRounds.Init();
                Birdshot.Init();
                Unpredictabullets.Init();
                WarpBullets.Init();
                BulletsWithGuns.Init();
                LaserBullets.Init();
                BalancedBullets.Init();          //Unfinished
                WoodenBullets.Init();
                ComicallyGiganticBullets.Init(); //Excluded
                KnightlyBullets.Init();
                EmptyRounds.Init();
                LongswordShot.Init();
                DrillBullets.Init();
                FoamDarts.Init();
                BatterBullets.Init();
                ElectrumRounds.Init();
                BreachingRounds.Init();
                MagnetItem.Init();
                EargesplittenLoudenboomerRounds.Init();
                TheShell.Init();
                //Status Effect Bullet Mods
                SnailBullets.Init();
                LockdownBullets.Init();
                PestiferousLead.Init();
                Shrinkshot.Init();
                //Volley Modifying Bullet Mods
                Splattershot.Init();
                BackwardsBullets.Init();
                CrossBullets.Init();
                ShadeShot.Init();
                //Insta-Kill Bullet Modifiers
                MinersBullets.Init();
                AntimagicRounds.Init();
                AlkaliBullets.Init();
                ShutdownShells.Init();
                ERRORShells.Init();
                OsteoporosisBullets.Init();
                //NonBullet Stat Changers
                MicroAIContact.Init();
                LuckyCoin.Init();
                IronSights.Init();
                Lewis.Init();
                MysticOil.Init();
                VenusianBars.Init();
                NumberOneBossMug.Init();
                LibramOfTheChambers.Init();
                OrganDonorCard.Init();
                GlassGod.Init();
                ChaosRuby.Init();
                BlobulonRage.Init();
                OverpricedHeadband.Init();
                GunslingerEmblem.Init();
                MobiusClip.Init();
                ClipOnAmmoPouch.Init();
                JawsOfDefeat.Init();
                //Armour
                ArmourBandage.Init();
                GoldenArmour.Init();
                ExoskeletalArmour.Init();
                PowerArmour.Init();
                ArmouredArmour.Init();
                //Consumable Givers
                LooseChange.Init();
                SpaceMetal.Init();
                //Blank Themed Items
                TrueBlank.Init();
                FalseBlank.Init();
                SpareBlank.Init();
                OpulentBlank.Init();
                GrimBlanks.Init();
                NNBlankPersonality.Init();
                Blombk.Init();
                Blankh.Init();
                //Key Themed Items
                BlankKey.Init();
                SharpKey.Init();
                SpareKey.Init();
                KeyChain.Init();
                KeyBullwark.Init();
                KeyBulletEffigy.Init();
                FrostKey.Init();
                ShadowKey.Init();
                Keygen.Init();
                CursedTumbler.Init();
                //Ammo Box Themed Items
                TheShellactery.Init();
                BloodyAmmo.Init();
                MengerAmmoBox.Init();
                AmmoTrap.Init();
                //Boxes and Stuff
                BloodyBox.Init();
                MaidenShapedBox.Init();
                Toolbox.Init();
                PocketChest.Init();
                DeliveryBox.Init();
                Wonderchest.Init();
                //Heart themed items
                HeartPadlock.Init();
                Mutagen.Init();
                ForsakenHeart.Init();
                HeartOfGold.Init();
                GooeyHeart.Init();
                ExaltedHeart.Init();
                CheeseHeart.Init();
                TinHeart.Init();
                //Chambers
                BarrelChamber.Init();
                GlassChamber.Init();
                FlameChamber.Init();
                Recyclinder.Init();
                Nitroglycylinder.Init();
                SpringloadedChamber.Init();
                WitheringChamber.Init();
                HeavyChamber.Init();
                CyclopeanChamber.Init();
                //Table Techs
                TableTechTable.Init();
                TableTechSpeed.Init();
                TableTechInvulnerability.Init();
                TableTechAmmo.Init();
                TableTechGuon.Init();
                TableTechNology.Init();
                UnsTableTech.Init();
                //Guon Stones
                WoodGuonStone.Init();
                YellowGuonStone.Init();
                GreyGuonStone.Init();
                GoldGuonStone.Init();
                BrownGuonStone.Init();
                CyanGuonStone.Init();
                IndigoGuonStone.Init();
                SilverGuonStone.Init();
                MaroonGuonStone.Init();
                UltraVioletGuonStone.Init();
                InfraredGuonStone.Init();
                RainbowGuonStone.Init();
                KaleidoscopicGuonStone.Init();
                GuonBoulder.Init();
                BloodglassGuonStone.Init();
                //Ammolets
                GlassAmmolet.Init();
                WickerAmmolet.Init();
                FuriousAmmolet.Init();
                SilverAmmolet.Init();
                IvoryAmmolet.Init();
                KinAmmolet.Init();
                Autollet.Init();
                Keymmolet.Init();
                Ammolock.Init();
                HepatizonAmmolet.Init();
                BronzeAmmolet.Init();
                PearlAmmolet.Init();
                NeutroniumAmmolet.Init();
                Shatterblank.Init();
                // Boots
                CycloneCylinder.Init();
                BootLeg.Init();
                BlankBoots.Init();
                BulletBoots.Init();
                //Bracelets and Jewelry
                DiamondBracelet.Init();
                PearlBracelet.Init();
                PanicPendant.Init();
                GunknightAmulet.Init();
                AmuletOfShelltan.Init();
                //Rings
                RingOfOddlySpecificBenefits.Init();
                FowlRing.Init();
                RingOfAmmoRedemption.Init();
                RiskyRing.Init();
                WidowsRing.Init();
                ShadowRing.Init();
                RingOfInvisibility.Init();
                //Holsters
                BlackHolster.Init();
                TheBeholster.Init();
                HiveHolster.Init();
                ShoulderHolster.Init();
                ArtilleryBelt.Init();
                BulletShuffle.Init();
                //Companions
                MolotovBuddy.Init();
                BabyGoodChanceKin.Init();
                Potty.Init();
                Peanut.Init();
                DarkPrince.Init();
                Diode.Init();
                DroneCompanion.Init();
                GregTheEgg.Init();
                FunGuy.Init();
                BabyGoodDet.Init();
                AngrySpirit.Init();
                Gusty.Init();
                ScrollOfExactKnowledge.Init();
                LilMunchy.Init();
                //Potions / Jars
                SpeedPotion.Init();
                LovePotion.Init();
                HoneyPot.Init();
                ChemicalBurn.Init();
                WitchsBrew.Init();
                Nigredo.Init();
                Albedo.Init();
                Citrinitas.Init();
                Rubedo.Init();
                HoleyWater.Init();
                //Remotes
                ReinforcementRadio.Init();
                //Medicine
                BloodThinner.Init();
                BoosterShot.Init();
                ShotInTheArm.Init();
                //Knives and Blades
                DaggerOfTheAimgel.Init();
                CombatKnife.Init();
                Bayonet.Init();
                //Books
                BookOfMimicAnatomy.Init();
                KalibersPrayer.Init();
                GunidaeSolvitHaatelis.Init();
                //Maps
                MapFragment.Init();
                TatteredMap.Init();
                //Clothing
                CloakOfDarkness.Init();
                TimeFuddlersRobe.Init();
                //Eyes
                CartographersEye.Init();
                BloodshotEye.Init();
                ShadesEye.Init();
                KalibersEye.Init();
                //Hands
                Lefthandedness.Init();
                NecromancersRightHand.Init();
                //Bombs
                InfantryGrenade.Init();
                DiceGrenade.Init();
                //True Misc
                Lvl2Molotov.Init();
                GoldenAppleCore.Init();
                AppleCore.Init();
                AppleActive.Init();
                LibationtoIcosahedrax.Init(); //Unfinished
                BagOfHolding.Init();
                ItemCoupon.Init();
                IdentityCrisis.Init();
                LiquidMetalBody.Init();
                GunGrease.Init();
                BomberJacket.Init();
                DragunsScale.Init();
                GTCWTVRP.Init();
                BlightShell.Init();
                BulletKinPlushie.Init();
                Kevin.Init();
                PurpleProse.Init();
                RustyCasing.Init();
                HikingPack.Init();
                GunpowderPheromones.Init();
                GunsmokePerfume.Init();
                Pestilence.Init();
                ElevatorButton.Init();
                Bullut.Init();
                GSwitch.Init();
                FaultyHoverboots.Init(); //Unfinished
                AcidAura.Init();
                HornedHelmet.Init();
                RocketMan.Init();
                Roulette.Init(); //Unfinished
                FinishedBullet.Init();
                ChanceKinEffigy.Init();
                MagickeCauldron.Init();
                Bombinomicon.Init();
                ClaySculpture.Init();
                GracefulGoop.Init();
                MrFahrenheit.Init();
                MagicQuiver.Init();
                FocalLenses.Init();
                MagicMissile.Init();
                AmberDie.Init();
                ObsidianPistol.Init();
                Showdown.Init();
                LootEngineItem.Init();
                Ammolite.Init();
                PortableHole.Init();
                CardinalsMitre.Init();
                GunjurersBelt.Init();
                GoomperorsCrown.Init();
                ChemGrenade.Init();
                EightButton.Init();
                TitaniumClip.Init();
                PaperBadge.Init();
                Permafrost.Init();
                GlassShard.Init();
                EqualityItem.Init();
                BitBucket.Init();
                Eraser.Init();
                TackShooter.Init();
                Moonrock.Init();
                Telekinesis.Init();
                TabletOfOrder.Init();
                LeadSoul.Init();
                LeadOfLife.Init();
                AWholeBulletKin.Init();
                #endregion

                //-----------------------------------------------------GUNS GET INITIALISED
                #region GunInitialisation
                //UNFINISHED / TEST GUNS
                WailingMagnum.Add();
                Defender.Add();
                TestGun.Add();
                Gunycomb.Add();
                GlobbitSMALL.Add();
                GlobbitMED.Add();
                GlobbitMEGA.Add();


                //GUNS

                //CHARACTERSTARTERS
                ElderMagnum.Add();

                //REVOLVERS
                FlayedRevolver.Add();
                G20.Add();
                MamaGun.Add();
                LovePistol.Add();
                DiscGun.Add();
                Repeatovolver.Add();
                Pista.Add();
                NNGundertale.Add();
                DiamondGun.Add();
                NNMinigun.Add();
                ShroomedGun.Add();
                GoldenRevolver.Add();
                Nocturne.Add();
                BackWarder.Add();
                Redhawk.Add();
                ToolGun.Add();
                //GENERAL HANDGUNS
                StickGun.Add();
                Glock42.Add();
                StarterPistol.Add();
                PopGun.Add();
                UnusCentum.Add();
                StunGun.Add();
                CopperSidearm.Add();
                Rekeyter.Add();
                HotGlueGun.Add();
                UpNUp.Add();
                RedRobin.Add();
                VariableGun.Add();
                CrescendoBlaster.Add();
                Glasster.Add();
                HandGun.Add();
                Viper.Add();
                DiamondCutter.Add();
                MarchGun.Add();
                RebarGun.Add();
                MinuteGun.Add();
                Ulfberht.Add();
                HeadOfTheOrder.Add();
                GunOfAThousandSins.Add();
                DoubleGun.Add();
                //SHOTGUNS
                JusticeGun.Add();
                Orgun.Add();
                Octagun.Add();
                ClownShotgun.Add();
                Ranger.Add();
                RustyShotgun.Add();
                TheBride.Add();
                TheGroom.Add();
                IrregularShotgun.Add();
                GrenadeShotgun.Add();
                Jackhammer.Add();
                SaltGun.Add();
                SoapGun.Add();
                //CANNONS
                Felissile.Add();
                HandCannon.Add();
                Lantaka.Add();
                GreekFire.Add();
                EmberCannon.Add();
                ElysiumCannon.Add();
                DisplacerCannon.Add();
                //SCI-FI GUNS
                Blasmaster.Add();
                St4ke.Add();
                RedBlaster.Add();
                BeamBlade.Add();
                Neutrino.Add();
                Rico.Add();
                TheThinLine.Add();
                RocketPistol.Add();
                Repetitron.Add();
                Dimensionaliser.Add();
                Purpler.Add();
                VacuumGun.Add();
                Oxygun.Add();
                TriBeam.Add();
                KineticBlaster.Add();
                LaserWelder.Add();
                QBeam.Add();
                HighVelocityRifle.Add();
                Demolitionist.Add();
                PumpChargeShotgun.Add();
                TheOutbreak.Add();
                Multiplicator.Add();
                PunishmentRay.Add();
                YBeam.Add();
                WallRay.Add();
                BolaGun.Add();
                AlphaBeam.Add();
                Glazerbeam.Add();
                StasisRifle.Add();
                Gravitron.Add();
                Ferrobolt.Add();
                TauCannon.Add();
                GravityGun.Add();
                GalaxyCrusher.Add();
                //ARC Weapons
                ARCPistol.Add();
                ARCShotgun.Add();
                ARCRifle.Add();
                ARCTactical.Add();
                ARCCannon.Add();
                //BOWS AND CROSSBOWS
                IceBow.Add();
                Boltcaster.Add();
                Clicker.Add();
                //ANTIQUES
                WheelLock.Add();
                Welrod.Add();
                Welgun.Add();
                TheLodger.Add();
                Gonne.Add();
                Hwacha.Add();
                FireLance.Add();
                HandMortar.Add();
                GrandfatherGlock.Add();
                GatlingGun.Add();
                Blowgun.Add();
                Gaxe.Add();
                WoodenHorse.Add();
                AgarGun.Add();
                //KNIVES AND BLADES
                Carnwennan.Add();
                MantidAugment.Add();
                //REALISTIC GUNS
                HeatRay.Add();
                BarcodeScanner.Add();
                AntimaterielRifle.Add();
                Primos1.Add();
                DartRifle.Add();
                AM0.Add();
                RiskRifle.Add();
                RiotGun.Add();
                Kalashnirang.Add();
                MaidenRifle.Add();
                Blizzkrieg.Add();
                Copygat.Add();
                Skorpion.Add();
                HeavyAssaultRifle.Add();
                DynamiteLauncher.Add();
                MarbledUzi.Add();
                BurstRifle.Add();
                OlReliable.Add();
                //MISSILE LAUNCHERS
                BottleRocket.Add();
                NNBazooka.Add();
                BoomBeam.Add();
                Pillarocket.Add();
                //ANIMAL / ORGANIC GUNS
                SporeLauncher.Add();
                PoisonDartFrog.Add();
                Corgun.Add();
                FungoCannon.Add();
                PhaserSpiderling.Add();
                Guneonate.Add();
                KillithidTendril.Add();
                Gunger.Add();
                SickWorm.Add();
                MiniMonger.Add();
                CarrionFormeTwo.Add();
                CarrionFormeThree.Add();
                Carrion.Add();
                UterinePolyp.Add();
                Wrinkler.Add();
                //BLADES
                ButchersKnife.Add();
                RapidRiposte.Add();
                //FUN GUNS
                Gumgun.Add();
                Glooper.Add();
                Accelerator.Add();
                PaintballGun.Add();
                Converter.Add();
                Spiral.Add();
                Gunshark.Add();
                FingerGuns.Add();
                OBrienFist.Add();
                GolfRifle.Add();
                Pandephonium.Add();
                Sweeper.Add();
                DeskFan.Add();
                Pencil.Add();
                SquarePeg.Add();
                Ringer.Add();
                Snaker.Add();
                GayK47.Add();
                DecretionCarbine.Add();
                RC360.Add();
                UziSpineMM.Add();
                Autogun.Add();
                Rebondir.Add();
                BigShot.Add();
                W3irdstar.Add();
                Seismograph.Add();
                BioTranstater2100.Add();
                //MAGICAL GUNS
                Icicle.Add();
                GunjurersStaff.Add();
                InitiateWand.Add();
                LightningRod.Add();
                OrbOfTheGun.Add();
                SpearOfJustice.Add();
                Protean.Add();
                BulletBlade.Add();
                Bookllet.Add();
                Lorebook.Add();
                Beastclaw.Add();
                Bullatterer.Add();
                Entropew.Add();
                Missinguno.Add();
                Paraglocks.Add();
                //CONSUMABLE FIRING GUNS
                Creditor.Add();
                Blankannon.Add();
                Viscerifle.Add();
                //ENDPAGE GUNS
                MastersGun.Add();
                Wrench.Add();
                Pumhart.Add();


                //SYNERGY FORME GUNS
                GunsharkMegasharkSynergyForme.Add();
                DiscGunSuperDiscForme.Add();
                OrgunHeadacheSynergyForme.Add();
                Wolfgun.Add();
                MinigunMiniShotgunSynergyForme.Add();
                PenPencilSynergy.Add();
                ReShelletonKeyter.Add();
                AM0SpreadForme.Add();
                BulletBladeGhostForme.Add();
                GlueGunGlueGunnerSynergy.Add();
                KingBullatterer.Add();
                WrenchNullRefException.Add();
                GatlingGunGatterUp.Add();
                GravityGunNegativeMatterForm.Add();
                GonneElder.Add();
                UterinePolypWombular.Add();
                DiamondGaxe.Add();
                RedRebondir.Add();
                DiamondCutterRangerClass.Add();
                StickGunQuickDraw.Add();
                StormRod.Add();
                UnrustyShotgun.Add();
                #endregion


                //-----------------------------------------------------SHRINES GET INITIALISED
                #region ShrineInitialisation
                InvestmentShrine.Add();
                RelodinShrine.Add();
                DagunShrine.Add();
                ArtemissileShrine.Add();
                ExecutionerShrine.Add();
                TurtleShrine.Add();
                KliklokShrine.Add();
                #endregion

                //-----------------------------------------------------NPCS GET INITIALISED
                #region NPCInitialisation
                Rusty.Init();
                Ironside.Init();
                Boomhildr.Init();
                #endregion

                ChromaGun.Add();

                //GOOD MIMIC (NEEDS TO BE INITIALISED LATER)
                GoodMimic.Add();

                //Characters
                var data = Loader.BuildCharacter("NevernamedsItems/Characters/Shade",
                                                 CustomPlayableCharacters.Shade,
                                                 new Vector3(12.3f, 21.3f),
                                                 false,
                                                 new Vector3(13.1f, 19.1f),
                                                 false,
                                                 false,
                                                 true,
                                                 true,  //Sprites used by paradox
                                                 false, //Glows
                                                 null,  //Glow Mat
                                                 null,  //Alt Skin Glow Mat
                                                 0,     //Hegemony Cost
                                                 false, //HasPast
                                                 "");   //Past ID String

                //Other Features
                MasteryReplacementOub.InitDungeonHook();
                CadenceAndOxShopPoolAdditions.Init();
                CustomHuntingQuest.Init();

                //NPCS
                TheJammomaster.Add();
                //Carto.Add();
                ShrineFactory.PlaceBreachShrines();

                //Synergy Setup, Synergy Formes, Dual Wielding, and any changes to Basegame Guns
                InitialiseSynergies.DoInitialisation();
                SynergyFormInitialiser.AddSynergyForms();
                ExistantGunModifiers.Init();

                ChamberGunAPI.Init("OnceMoreIntoTheBreach");

                //Late Hooks
                AmmoPickupHooks.Init();
                HealthPickupHooks.Init();

                ETGModConsole.Commands.AddUnit("nndebugflow", (args) => { DungeonHandler.debugFlow = !DungeonHandler.debugFlow; string status = DungeonHandler.debugFlow ? "enabled" : "disabled"; string color = DungeonHandler.debugFlow ? "00FF00" : "FF0000"; ETGModConsole.Log($"OMITB flow {status}", false); });

                //PoopySchloopy

                /* Dungeon keepDungeon = DungeonDatabase.GetOrLoadByName("base_jungle");
                 * if (keepDungeon == null) ETGModConsole.Log("Jungle null!");
                 * if (keepDungeon && keepDungeon.PatternSettings != null)
                 * {
                 *   if (keepDungeon.PatternSettings.flows != null && keepDungeon.PatternSettings.flows.Count > 0)
                 *   {
                 *       if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable)
                 *       {
                 *           if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms != null)
                 *           {
                 *               if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms.elements != null)
                 *               {
                 *                   foreach (WeightedRoom wRoom in keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms.elements)
                 *                   {
                 *
                 *                       if (wRoom.room != null && !string.IsNullOrEmpty(wRoom.room.name))
                 *                       {
                 *                           ETGModConsole.Log(wRoom.room.name);
                 *                       }
                 *                   }
                 *               }
                 *               else ETGModConsole.Log("No elements");
                 *           }
                 *           else ETGModConsole.Log("No included rooms");
                 *       }
                 *       else ETGModConsole.Log("No fallback room table");
                 *   }
                 *   else ETGModConsole.Log("Flow was null or empty");
                 * }
                 * else ETGModConsole.Log("Pattern settings null");
                 * keepDungeon = null;*/

                ETGMod.StartGlobalCoroutine(this.delayedstarthandler());
                ETGModConsole.Log("'If you're reading this, I must have done something right' - NN");
            }
            catch (Exception e)
            {
                ETGModConsole.Log(e.Message);
                ETGModConsole.Log(e.StackTrace);
            }
        }
Exemplo n.º 17
0
 private void Awake()
 {
     mainCamera = Camera.main.GetComponent <Camera>();
     gravityGun = GameObject.FindGameObjectWithTag("Player").GetComponent <GravityGun>();
 }
Exemplo n.º 18
0
 // Use this for initialization
 void Start()
 {
     used       = false;
     gravityGun = GameObject.FindGameObjectWithTag("Player").GetComponent <GravityGun>();
     rotateGun  = GameObject.FindGameObjectWithTag("Gun").GetComponent <RotateGun>();
 }