Exemplo n.º 1
0
 public override void Initialize(RelicState relicState, RelicData relicData, RelicEffectData relicEffectData)
 {
     base.Initialize(relicState, relicData, relicEffectData);
     targetTeam    = relicEffectData.GetParamSourceTeam();
     statusEffects = relicEffectData.GetParamStatusEffects();
     trigger       = relicEffectData.GetParamTrigger();
 }
 public override void Initialize(RelicState relicState, RelicData relicData, RelicEffectData relicEffectData)
 {
     base.Initialize(relicState, relicData, relicEffectData);
     stringBuilder    = new StringBuilder(20);
     team             = relicEffectData.GetParamSourceTeam();
     statusIds        = (from status in relicEffectData.GetParamStatusEffects() select status.statusId).ToList();
     additionalStacks = (from status in relicEffectData.GetParamStatusEffects() select status.count).ToList();
     timesPerTurn     = currentCount = relicEffectData.GetParamInt();
     statusStacks     = relicEffectData.GetParamStatusEffects();
 }
Exemplo n.º 3
0
        // Token: 0x060010BE RID: 4286
        private void UpdateRelicViewHUDState(CollectibleEntityView view)
        {
            // MOD: remove artifact views that are moved off the map
            if (view.Entity.GetComponent(10).Position2D.X > Fixed64.FromInt(100000))
            {
                this.DespawnAndRemoveRelicView(view.Entity, view);
                return;
            }
            // MOD

            SimStateFrame currentSimFrame = ShipbreakersMain.CurrentSimFrame;

            if (currentSimFrame == null)
            {
                return;
            }
            RelicState relicState = currentSimFrame.FindObject <RelicState>(view.Entity);

            if (relicState == null)
            {
                return;
            }
            CollectibleState collectibleState = currentSimFrame.FindObject <CollectibleState>(view.Entity);

            if (collectibleState == null)
            {
                return;
            }
            DetectionState visibility = relicState.Visibility;

            if (ReplayPanelController.RevealAll || SimController.sSpectatorModeEnabled)
            {
                visibility = DetectionState.Sensed;
            }
            bool flag = relicState.HasTimer && relicState.TimerDirection == TimerDirection.Countup && !relicState.TimerCompleted;

            if (collectibleState.AvailableForCollection)
            {
                this.UpdateRelicDefaultIconSprite(view, visibility, flag);
            }
            else
            {
                this.UpdateRelicAttachedIconSprite(view, DetectionState.Sensed, false);
            }
            this.UpdateRelicIconTrackOnScreenEdge(view, !flag);
            bool flag2 = view.ShouldShowIcon();

            view.ShowIcon(flag2);
            if (!flag2 && this.mShowingTooltipForEntity != Entity.None && this.mShowingTooltipForEntity == view.Entity)
            {
                this.mShowingTooltipForEntity = Entity.None;
                UISystem.HideTooltip();
            }
        }
Exemplo n.º 4
0
    protected override void ItemAwake()
    {
        base.ItemAwake();

        /* Set the initial state. On clients this gets overridden in OnStartClient. */
        state = RelicState.ClosedState();

        /* Get all of the relic pieces */
        pieces = GetComponentsInChildren <RelicPiece>();

        /* The relic isn't updating right now */
        updating = false;
    }
Exemplo n.º 5
0
    private void RelicStateUpdated(RelicState state)
    {
        this.state = state;
        updating   = true;

        /* Let the player know that the relic is closing if we need to */
        if (state.config == RelicConfiguration.Closed && player != null)
        {
            player.RelicClosing();
        }

        switch (state.config)
        {
        case RelicConfiguration.Closed:
            lightObj.SetActive(true);
            break;

        case RelicConfiguration.OpenBank:
        case RelicConfiguration.OpenInventory:
            lightObj.SetActive(false);
            break;
        }
    }
Exemplo n.º 6
0
 private void CmdClose()
 {
     /* Update the relic state */
     state = RelicState.ClosedState();
 }
Exemplo n.º 7
0
 private void CmdOpenBank()
 {
     /* Update the relic state for everyone */
     state    = RelicState.OpenBank();
     updating = true;
 }
Exemplo n.º 8
0
 private void CmdOpenInventory(Vector3 position)
 {
     /* Update the relic state for everyone */
     state    = RelicState.OpenInventory(position);
     updating = true;
 }
 public override void Initialize(RelicState relicState, RelicData relicData, RelicEffectData relicEffectData)
 {
     base.Initialize(relicState, relicData, relicEffectData);
     refund = relicEffectData.GetParamInt();
 }
 public override void Initialize(RelicState relicState, RelicData relicData, RelicEffectData relicEffectData)
 {
     base.Initialize(relicState, relicData, relicEffectData);
 }
Exemplo n.º 11
0
 private string getRelicStateName(RelicState arg)
 {
     return(arg.GetName());
 }
Exemplo n.º 12
0
 public void OnClickRelicState(StokerPlugin plugin, SelectionButton <RelicState> obj, RelicState item)
 {
     plugin.selectedRelicState = item;
     if (plugin.selectedRelicStateGameobject != null)
     {
         plugin.selectedRelicStateGameobject.button.colors = getGreyColorBlock();
     }
     plugin.selectedRelicStateGameobject = obj;
     obj.button.colors = getRedColorBlock();
 }
Exemplo n.º 13
0
 public void RelicTriggeredNotification(RelicState relic, IRelicEffect triggeredEffect)
 {
 }
Exemplo n.º 14
0
 public void RelicAddedNotification(List <RelicState> relics, RelicState newRelic, Team.Type team)
 {
     UpdateRelics();
 }
Exemplo n.º 15
0
 public override void Initialize(RelicState relicState, RelicData srcRelicData, RelicEffectData relicEffectData)
 {
     base.Initialize(relicState, srcRelicData, relicEffectData);
     buffAmount = relicEffectData.GetParamInt();
 }