//#region Network ///// <summary>Block, GunbodyVelocity, BulletGuid,</summary> //public static MessageType FireMessage = ModNetworking.CreateMessageType(DataType.Block, DataType.Vector3, DataType.String); //#endregion public override void SafeAwake() { LaunchKey = AddKey(LanguageManager.Instance.CurrentLanguage.fire, "Fire", KeyCode.C); StrengthSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.strength, "Strength", 1f, 0.5f, 3f); RateSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.rate, "Rate", 0.05f, 0.01f, 0.3f); KnockBackSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.knockBack, "KnockBack", 1f, 0.1f, 3f); BulletNumberSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletNumber, "Number", 200f, 1f, 500f); bulletMassSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletMass, "Mass", 0.1f, 0.1f, 0.5f); bulletDragSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletDrag, "Drag", 0.1f, 0.1f, 0.5f); bulletColorSlider = AddColourSlider(LanguageManager.Instance.CurrentLanguage.bulletTrailColor, "Color", Color.yellow, false); bulletCollisionEnableTimeSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletCollisionEnableTime, "Collision Enable Time", 0.01f, 0f, 0.1f); SpawnPoint = new Vector3(0, 0.125f, 3.75f); Direction = Vector3.forward; LaunchEnable = false; RotationRate = 0f; RotationAudioSource = GetComponent <AudioSource>() ?? gameObject.AddComponent <AudioSource>(); RotationAudioSource.clip = ModResource.GetAudioClip("GatlingGun AudioClip"); RotationAudioSource.loop = true; RotationAudioSource.volume = 1; RotationAudioSource.spatialBlend = 1; RotationAudioSource.maxDistance = 15; CJ = GetComponent <ConfigurableJoint>(); List <MeshFilter> meshFilters = new List <MeshFilter>(); GetComponentsInChildren(false, meshFilters); GunVis = meshFilters.Find(match => match.name == "Vis").gameObject; }
protected MColourSlider AddColorSlider(string displayName, string key, Color value, bool snapToClosestColor) { MColourSlider mColorSlider = new MColourSlider(displayName, key, value, snapToClosestColor); myMapperTypes.Add(mColorSlider); return(mColorSlider); }
protected override void SafeAwake() { foreach (var s in BB.Sliders) { if (s.Key == "strength") { StrengthSlider = s; break; } } StrengthSlider.ValueChanged += (float value) => { Strength = value; ChangedProperties(); }; IntervalSlider = AddSlider("发射间隔", "Interval", Interval, 0f, 0.5f, false); IntervalSlider.ValueChanged += (float value) => { Interval = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { Interval = IntervalSlider.Value; }; RandomDelaySlider = AddSlider("随机延迟", "RandomDelay", RandomDelay, 0f, 0.5f, false); RandomDelaySlider.ValueChanged += (float value) => { RandomDelay = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { RandomDelay = RandomDelaySlider.Value; }; KnockBackSpeedSlider = AddSlider("后坐力", "KnockBackSpeed", KnockBackSpeed, 0.2f, 1f, false); KnockBackSpeedSlider.ValueChanged += (float value) => { KnockBackSpeed = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { KnockBackSpeed = KnockBackSpeedSlider.Value; }; BulletToggle = AddToggle("自定子弹", "Bullet", cBullet); BulletToggle.Toggled += (bool value) => { BulletDragSlider.DisplayInMapper = BulletMassSlider.DisplayInMapper = InheritSizeToggle.DisplayInMapper = cBullet = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { cBullet = BulletToggle.IsActive; }; InheritSizeToggle = AddToggle("尺寸继承", "InheritSize", InheritSize); InheritSizeToggle.Toggled += (bool value) => { InheritSize = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { InheritSize = InheritSizeToggle.IsActive; }; BulletMassSlider = AddSlider("子弹质量", "BulletMass", BulletMass, 0.1f, 2f, false); BulletMassSlider.ValueChanged += (float value) => { BulletMass = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { BulletMass = BulletMassSlider.Value; }; BulletDragSlider = AddSlider("子弹阻力", "BulletDrag", BulletDrag, 0.01f, 0.5f, false); BulletDragSlider.ValueChanged += (float value) => { BulletDrag = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { BulletDrag = BulletDragSlider.Value; }; TrailToggle = AddToggle("显示尾迹", "Trail", Trail); TrailToggle.Toggled += (bool value) => { Trail = TrailColorSlider.DisplayInMapper = TrailLengthSlider.DisplayInMapper = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { Trail = TrailToggle.IsActive; }; TrailLengthSlider = AddSlider("尾迹长度", "trail length", TrailLength, 0.2f, 2f, false); TrailLengthSlider.ValueChanged += (float value) => { TrailLength = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { TrailLength = TrailLengthSlider.Value; }; TrailColorSlider = AddColorSlider("尾迹颜色", "trail color", TrailColor, false); TrailColorSlider.ValueChanged += (Color value) => { TrailColor = value; ChangedProperties(); }; BlockDataLoadEvent += (XDataHolder BlockData) => { TrailColor = TrailColorSlider.Value; }; #if DEBUG ConsoleController.ShowMessage("加农炮添加进阶属性"); #endif }
void EnglishInitialize() { // Setup config window LaserEditModeMenu = AddMenu("laserEditMode", 0, new List <string>() { "Ability", "Misc." }); //LaserAbilityModeMenu = AddMenu("laserAbilityMode", 0, new List<string>() { "Fire", "Kinetic", "Freeze", "Explosive", "Just Visual Effect" }); LaserAbilityModeMenu = AddMenu("laserAbilityMode", 0, new List <string>() { "Fire", "Kinetic", "Not Available", "Explosive(N/A in MP)", "Visual Effects Only" }); LaserColourSlider = AddColourSlider("Beam Colour", "laserColour", Color.red, true); LaserFocusSlider = AddSlider("Laser Focus", "laserFocus", 1f, 0.08f, 0.5f); LaserLengthSlider = AddSlider("Laser Length", "laserLength", 200f, 0.1f, 1500); LaserSafetyRange = AddSlider("Safety Length", "laserSafeLength", 1f, 0.1f, 1500); //LaserKineticUpDownSlider = AddSlider("Up/Down Force", "laserKinUpDown", 1f, -2.5f, 2.5f); LaserKineticInOutSlider = AddSlider("Force", "laserKinInOut", 0f, -2.5f, 2.5f); //LaserKineticSideSlider = AddSlider("Sideways Force", "laserKinSide", 0f, -2.5f, 2.5f); //LaserFastUpdateToggle = AddToggle("Fast Raycasting", "laserFastUpdate", false); LaserOnOffToggle = AddToggle("Start On", "laserOnOffToggle", true); LightOptionToggle = AddToggle("Always Provide Light", "LightProbeToggle", false); LaserOnOffKey = AddKey("On/Off", "laserOnOffKey", KeyCode.Y); LaserWidth = AddSlider("Laser Width", "laserWidth", 0.5f, 0.001f, 10f); PenetrativeLengthMultiplier = AddSlider("Penetrative Multiplier", "PeneMulty", 0, 0, 1); EffectActivateKey = AddKey("Charge Laser", "DoBomb", KeyCode.K); EffectKeyText1 = "Charge Laser"; EffectKeyText2 = "Deploy Bomb"; ShrinkEffectToggle = AddToggle("Use Charging Effect", "UseShrink", true); InvertShrinking = AddToggle("Inverse Shrinking to Expanding", "InverseShrink", false); ChargeHoldGasp = AddSlider("Charging Countdown", "CountDown", 2.3f, 0, 10f); EffectParticleChargingPosition = AddMenu("ChargePosition", 0, new List <string> { "Both block and target", "Only Block have particles", "Only target have particles", "None" }); HoldingToEmit = AddToggle("Only emit laser when holding", "HoldOnly", false); UseLegacy = AddToggle("Use Legacy Rending", "Legacy", true); UseNotTrans = AddToggle("Nontransparent", "NonTran", false); // register mode switching functions with menu delegates LaserAbilityModeMenu.ValueChanged += CycleAbilityMode; }
public override void SafeAwake() { thrustForceSlider = BB.AddSlider(LanguageManager.thrustForce, "Thrust Force", ThrustForce, 0f, 5f); thrustForceSlider.ValueChanged += (float value) => { ThrustForce = value; ChangedProperties(); }; flameColorSlider = BB.AddColourSlider(LanguageManager.flameColor, "Flame Color", FlameColor, false); flameColorSlider.ValueChanged += (Color value) => { FlameColor = value; ChangedProperties(); }; #if DEBUG ConsoleController.ShowMessage("喷火器添加进阶属性"); #endif }
public override void SafeAwake() { thrustForceSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.ThrustForce, "Thrust Force", /*ThrustForce*/ 0f, 0f, 5f); //thrustForceSlider.ValueChanged += (float value) => { ThrustForce = value; ChangedProperties(); }; flameColorSlider = /*BB.*/ AddColourSlider(LanguageManager.Instance.CurrentLanguage.FlameColor, "Flame Color", /*FlameColor*/ Color.white, false); //flameColorSlider.ValueChanged += (Color value) => { FlameColor = value; ChangedProperties(); }; base.SafeAwake(); #if DEBUG ConsoleController.ShowMessage("喷火器添加进阶属性"); #endif }
void ChineseInitialize() { // Setup config window LaserEditModeMenu = AddMenu("laserEditMode", 0, new List <string>() { "功能", "通用设置" }); LaserAbilityModeMenu = AddMenu("laserAbilityMode", 0, new List <string>() { "点燃", "施力", "N/A", "爆破", "就好看" }); LaserColourSlider = AddColourSlider("激光颜色", "laserColour", Color.red, true); LaserFocusSlider = AddSlider("聚焦乘子", "laserFocus", 1f, 0.08f, 0.5f); LaserLengthSlider = AddSlider("长度", "laserLength", 200f, 0.1f, 1500); LaserSafetyRange = AddSlider("安全长度", "laserSafeLength", 1f, 0.1f, 1500); LaserKineticInOutSlider = AddSlider("施力力度", "laserKinInOut", 0f, -2.5f, 2.5f); //LaserFastUpdateToggle = AddToggle("Fast Raycasting", "laserFastUpdate", false); LaserOnOffToggle = AddToggle("默认开启", "laserOnOffToggle", true); LightOptionToggle = AddToggle("保持提供灯光", "LightProbeToggle", false); LaserOnOffKey = AddKey("发射激光", "laserOnOffKey", KeyCode.Y); LaserWidth = AddSlider("宽度", "laserWidth", 0.5f, 0.001f, 10f); PenetrativeLengthMultiplier = AddSlider("穿透损失乘子", "PeneMulty", 0, 0, 1); EffectActivateKey = AddKey("聚能特效", "DoBomb", KeyCode.K); EffectKeyText1 = "聚能特效"; EffectKeyText2 = "部署炸弹"; ShrinkEffectToggle = AddToggle("使用粒子/收缩特效", "UseShrink", true); InvertShrinking = AddToggle("反转为扩散特效(粒子不变)", "InverseShrink", false); ChargeHoldGasp = AddSlider("间隔", "CountDown", 2.3f, 0, 10f); EffectParticleChargingPosition = AddMenu("ChargePosition", 0, new List <string> { "所有点添加粒子", "发射端添加粒子效果", "接触点添加粒子效果", "无粒子效果" }); HoldingToEmit = AddToggle("仅在按住时激发激光", "HoldOnly", false); UseLegacy = AddToggle("使用传统渲染", "Legacy", false); UseNotTrans = AddToggle("使用不透明材质", "NonTran", false); // register mode switching functions with menu delegates LaserAbilityModeMenu.ValueChanged += CycleAbilityMode; }
private void ChineseInit() { ActivateTargetIndicator = AddKey("投弹指示光斑", //按键信息 "TI", //名字 KeyCode.C); //默认按键 HideThisPanel = AddToggle("隐藏本模块的信息显示器", //toggle信息 "Hide", //名字 false); //默认状态 //HidePanel = AddKey("Hide Panel", "Panel", KeyCode.Backspace); AdvTI = AddToggle("高级投弹指示器", //toggle信息 "AdvTI", //名字 false); //默认状态 AdvTIS = AddSlider("投弹指示器线段数量", "LineAmt", 20f, 2f, 45f); StartColour = AddColourSlider("投弹指示器起始色", "SColor", Color.red, true); EndColour = AddColourSlider("投弹指示器结束色", "EColor", Color.yellow, true); ConfigMenu = AddMenu("ConfigMenu", 0, new List <string> { "飞行信息设置", "HUD设置" }); HUDConfigMenu = AddMenu("HUDConfigMenu", 0, new List <string> { "中心", "高度", "俯仰", "罗盘", "地图中心", "小地图" }); ActiveHUD = AddKey("开启HUD", "HUD", KeyCode.F); Height = AddToggle("高度指示", "HeightIndi", true); Pitch = AddToggle("俯仰指示", "PitchIndi", true); Center = AddToggle("屏幕中心指示", "CenterIndi", true); Direction = AddToggle("罗盘", "DirectIndi", true); MapCenter = AddToggle("地图中心指示", "MapCenterIndi", true); HeightIndicator = AddToggle("相机高度指示", "MyHeightIndi", true); IceFreezeIndicator = AddToggle("结冰层指示", "IceIndi", true); GroundIndicator = AddToggle("地面指示", "0mIndi", true); OneThousandIndicator = AddToggle("1000m指示", "1000mIndi", true); MiniMap = AddToggle("小地图", "Minimap", false); MiniMapLerpValue = AddSlider("小地图平滑度", "MinimapLerp", 0.015f, 0, 1); MiniMapHeight = AddSlider("小地图高度", "MinimapHeight", 400, 5, 1300); UseLockWindow = AddToggle("使用预锁定窗口", "UseLockWindow", false); LockerHeight = AddSlider("预锁定窗口高度", "LockerH", 800, 100, 2000); LockerWidth = AddSlider("预锁定窗口宽度", "LockerW", 800, 100, 2000); ReduceCameraShake = AddToggle("减轻相机抖动", "Noshake", false); }
private void EnglishInit() { ActivateTargetIndicator = AddKey("Bombard Indicator", //按键信息 "TI", //名字 KeyCode.C); //默认按键 HideThisPanel = AddToggle("Hide this\n block's panel", //toggle信息 "Hide", //名字 false); //默认状态 //HidePanel = AddKey("Hide Panel", "Panel", KeyCode.Backspace); AdvTI = AddToggle("ADVANCED \n Bombard Indicator", //toggle信息 "AdvTI", //名字 false); //默认状态 AdvTIS = AddSlider("Smoothness of Indicator", "LineAmt", 20f, 2f, 45f); StartColour = AddColourSlider("Start Color of the line", "SColor", Color.red, true); EndColour = AddColourSlider("End Color of the line", "EColor", Color.yellow, true); ConfigMenu = AddMenu("ConfigMenu", 0, new List <string> { "Pilot Panel Func", "HUD Func" }); HUDConfigMenu = AddMenu("HUDConfigMenu", 0, new List <string> { "Center", "Height", "Pitch", "Direction", "Map Center", "Minimap", "Locking" }); ActiveHUD = AddKey("Toggle HUD", "HUD", KeyCode.F); Height = AddToggle("Height Indication", "HeightIndi", true); Pitch = AddToggle("Pitch Indication", "PitchIndi", true); Center = AddToggle("Center Indication", "CenterIndi", true); Direction = AddToggle("Compass Indication", "DirectIndi", true); MapCenter = AddToggle("Map Center Indication", "MapCenterIndi", true); HeightIndicator = AddToggle("Height Indication", "MyHeightIndi", true); IceFreezeIndicator = AddToggle("Ice Freeze Indication", "IceIndi", true); GroundIndicator = AddToggle("Ground(0m) Indication", "0mIndi", true); OneThousandIndicator = AddToggle("1000m Indication", "1000mIndi", true); MiniMap = AddToggle("Minimap", "Minimap", false); MiniMapLerpValue = AddSlider("Minimap smoothess", "MinimapLerp", 0.015f, 0, 1); MiniMapHeight = AddSlider("Minimap height", "MinimapHeight", 400, 5, 1300); UseLockWindow = AddToggle("Enable Locking Window", "UseLockWindow", false); LockerHeight = AddSlider("Locking Window Height", "LockerH", 800, 100, 2000); LockerWidth = AddSlider("Locking Window Width", "LockerW", 800, 100, 2000); ReduceCameraShake = AddToggle("Reduce Camera Shake When Focused", "Noshake", false); }
public override void SafeAwake() { // Initialise some components and default values AS = BB.GetComponent <AudioSource>(); CB = BB.GetComponent <CanonBlock>(); bullet = new Bullet(CB); IntervalSlider = BB.AddSlider(LanguageManager.fireInterval, "Interval", Interval, intervalMin, 0.5f); IntervalSlider.ValueChanged += (float value) => { Interval = value; ChangedProperties(); }; RandomDelaySlider = BB.AddSlider(LanguageManager.randomDelay, "RandomDelay", RandomDelay, 0f, 0.5f); RandomDelaySlider.ValueChanged += (float value) => { RandomDelay = value; ChangedProperties(); }; KnockBackSpeedSlider = BB.AddSlider(LanguageManager.recoil, "KnockBackSpeed", KnockBackSpeedZeroOne, knockBackSpeedZeroOneMin, knockBackSpeedZeroOneMax); KnockBackSpeedSlider.ValueChanged += (float value) => { KnockBackSpeedZeroOne = value; ChangedProperties(); }; #region 子弹控件初始化 BullerCustomBulletToggle = BB.AddToggle(LanguageManager.customBullet, "Bullet", false); BullerCustomBulletToggle.Toggled += (bool value) => { BulletTrailToggle.DisplayInMapper = BulletTrailColorSlider.DisplayInMapper = BulletTrailLengthSlider.DisplayInMapper = BulletDragSlider.DisplayInMapper = BulletMassSlider.DisplayInMapper = BulletInheritSizeToggle.DisplayInMapper = bullet.Custom = value; ChangedProperties(); }; BulletInheritSizeToggle = BB.AddToggle(LanguageManager.inheritSize, "InheritSize", false); BulletInheritSizeToggle.Toggled += (bool value) => { bullet.InheritSize = value; ChangedProperties(); }; BulletMassSlider = BB.AddSlider(LanguageManager.bulletMass, "BulletMass", 2f, 0.1f, 2f); BulletMassSlider.ValueChanged += (float value) => { bullet.Mass = value; ChangedProperties(); }; BulletDragSlider = BB.AddSlider(LanguageManager.bulletDrag, "BulletDrag", 0.2f, 0.01f, 0.5f); BulletDragSlider.ValueChanged += (float value) => { bullet.Drag = value; ChangedProperties(); }; BulletTrailToggle = BB.AddToggle(LanguageManager.trail, "Trail", false); BulletTrailToggle.Toggled += (bool value) => { bullet.TrailEnable = BulletTrailColorSlider.DisplayInMapper = BulletTrailLengthSlider.DisplayInMapper = value; ChangedProperties(); }; BulletTrailLengthSlider = BB.AddSlider(LanguageManager.trailLength, "trail length", 1f, 0.2f, 2f); BulletTrailLengthSlider.ValueChanged += (float value) => { bullet.TrailLength = value; ChangedProperties(); }; BulletTrailColorSlider = BB.AddColourSlider(LanguageManager.trailColor, "trail color", Color.yellow, false); BulletTrailColorSlider.ValueChanged += (Color value) => { bullet.TrailColor = value; ChangedProperties(); }; #endregion #if DEBUG ConsoleController.ShowMessage("加农炮添加进阶属性"); #endif }
public override void SafeAwake() { LaunchKey = AddKey(LanguageManager.Instance.CurrentLanguage.fire, "Fire", KeyCode.C); StrengthSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.strength, "Strength", 1f, 0.5f, 3f); RateSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.rate, "Rate", 0.35f, 0.1f, 0.3f); KnockBackSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.knockBack, "KnockBack", 0.5f, 0.1f, 1f); BulletNumberSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletNumber, "Number", 200f, 1f, 500f); bulletPowerSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletPower, "Power", 0.3f, 0.1f, 1f); bulletMassSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletMass, "Mass", 0.1f, 0.1f, 0.5f); bulletDragSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletDrag, "Drag", 0.1f, 0.1f, 0.5f); bulletCollisionEnableTimeSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletCollisionEnableTime, "Collision Enable Time", 0.1f, 0.01f, 0.8f); bulletTrailLengthSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletTrailLength, "Length", 0.1f, 0f, 0.4f); bulletTrailWidthSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletTrailWidth, "Width", 1f, 0.1f, 3f); bulletColorSlider = AddColourSlider(LanguageManager.Instance.CurrentLanguage.bulletTrailColor, "Color", Color.yellow, false); holdToggle = AddToggle(LanguageManager.Instance.CurrentLanguage.hold, "Hold", true); //spawnDistanceSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.distance, "Distance", 2f, 0f, 4f); //spawnDistanceSlider.ValueChanged += (value) => { SpawnPoint = new Vector3(0f, 0f, value); }; damperSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.damper, "Damper", 1f, 0f, 5f); SpawnPoint = new Vector3(0.0f, 0.0f, 3.5f); Direction = Vector3.forward; LaunchEnable = false; fireAudioSource = GetComponent <AudioSource>() ?? gameObject.AddComponent <AudioSource>(); fireAudioSource.clip = ModResource.GetAudioClip("QuickFireGun AudioClip"); fireAudioSource.loop = false; fireAudioSource.volume = 1; fireAudioSource.spatialBlend = 5f; fireAudioSource.maxDistance = 15f; CJ = GetComponent <ConfigurableJoint>(); CJ.yMotion = ConfigurableJointMotion.Limited; var cl = CJ.linearLimit; cl.limit = 0.5f; CJ.linearLimit = cl; var yd = CJ.yDrive; yd.positionDamper = 750f * damperSlider.Value; yd.positionSpring = 1000f; CJ.yDrive = yd; }
//#region Network ///// <summary>Block, GunbodyVelocity, BulletGuid,</summary> //public static MessageType FireMessage = ModNetworking.CreateMessageType(DataType.Block, DataType.Vector3, DataType.String); //#endregion public override void SafeAwake() { LaunchKey = AddKey(LanguageManager.Instance.CurrentLanguage.fire, "Fire", KeyCode.C); StrengthSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.strength, "Strength", 1f, 0.5f, 3f); //StrengthSlider.ValueChanged += (value) => { Strength = value; }; RateSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.rate, "Rate", 0.05f, 0.1f, 0.3f); //RateSlider.ValueChanged += (value) => { Rate = value; }; KnockBackSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.knockBack, "KnockBack", 1f, 0.1f, 3f); //KnockBackSlider.ValueChanged += (value) => { KnockBack = value; }; BulletNumberSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletNumber, "Number", 200f, 1f, 500f); //BulletNumberSlider.ValueChanged += (value) => { BulletMaxNumber = (int)value; }; bulletMassSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletMass, "Mass", 0.1f, 0.1f, 0.5f); bulletDragSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletDrag, "Drag", 0.1f, 0.1f, 0.5f); bulletColorSlider = AddColourSlider(LanguageManager.Instance.CurrentLanguage.bulletTrailColor, "Color", Color.yellow, false); bulletCollisionEnableTimeSlider = AddSlider(LanguageManager.Instance.CurrentLanguage.bulletCollisionEnableTime, "Collision Enable Time", 0.01f, 0f, 0.1f); //KnockBack = 1f; SpawnPoint = new Vector3(-2.65f, 0f, 0.5f); Direction = -Vector3.right; //BulletObject = AssetManager.Instance.MachineGun.bulletTemp; //BulletObject = InstanstiateBullet(); LaunchEnable = false; //RotationRate = 0f; fireAudioSource = GetComponent <AudioSource>() ?? gameObject.AddComponent <AudioSource>(); fireAudioSource.clip = ModResource.GetAudioClip("MachineGun AudioClip"); fireAudioSource.loop = false; fireAudioSource.volume = 1; fireAudioSource.spatialBlend = 5f; fireAudioSource.maxDistance = 15f; CJ = GetComponent <ConfigurableJoint>(); List <MeshFilter> meshFilters = new List <MeshFilter>(); GetComponentsInChildren(false, meshFilters); GunVis = meshFilters.Find(match => match.name == "Vis").gameObject; }
/// <summary> /// Initializes slider instances. /// Must be called after configuration load and before any slider is initialized. /// </summary> private static void InitSliders() { explosionTypeToggle = new MMenu("explosiontype", ExplodingCannonballScript.Instance.TypeOfExplosion, new List <string>() { "No explosion", "Bomb", //Changed From Bomb Explosion for Chinese Translation "Grenade", "Rocket" }, "Explosion type"); explosionTypeToggle.ValueChanged += (int value) => { ExplodingCannonballScript.Instance.TypeOfExplosion = value; bool display = value != 0; impactDetectionSlider.DisplayInMapper = display; explosionDelaySlider.DisplayInMapper = display; explosionPowerSlider.DisplayInMapper = display; explosionRangeSlider.DisplayInMapper = display; }; impactDetectionSlider = new MSlider("Impact detection", "impactdetection", ExplodingCannonballScript.Instance.ImpactDetector, 0, 5); impactDetectionSlider.ValueChanged += (float value) => { ExplodingCannonballScript.Instance.ImpactDetector = value; }; explosionDelaySlider = new MSlider("Explosion delay", "explosiondelay", ExplodingCannonballScript.Instance.ExplosionDelay, 0, 10); explosionDelaySlider.ValueChanged += (float value) => { ExplodingCannonballScript.Instance.ExplosionDelay = value; }; explosionPowerSlider = new MSlider("Explosion power", "explosionpower", ExplodingCannonballScript.Instance.PowerMultiplierOfExplosion, 0, 20); explosionPowerSlider.ValueChanged += (float value) => { ExplodingCannonballScript.Instance.PowerMultiplierOfExplosion = value; }; explosionRangeSlider = new MSlider("Explosion range", "explosionrange", ExplodingCannonballScript.Instance.RangeMultiplierOfExplosion, 0, 20); explosionRangeSlider.ValueChanged += (float value) => { ExplodingCannonballScript.Instance.RangeMultiplierOfExplosion = value; }; cannonBallTrailEnabled = new MToggle("Enable Cannon Ball Trail", "TrailEnabled", ExplodingCannonballScript.Instance.IsTrailOn); cannonBallTrailEnabled.Toggled += (bool value) => { ExplodingCannonballScript.Instance.IsTrailOn = value; cannonBallTrailColor.DisplayInMapper = value; cannonBallTrailLength.DisplayInMapper = value; }; cannonBallTrailColor = new MColourSlider("Trail Color", "TrailColor", ExplodingCannonballScript.Instance.TrailColor); cannonBallTrailColor.ValueChanged += (Color value) => { ExplodingCannonballScript.Instance.TrailColor = value; }; cannonBallTrailLength = new MSlider("Trail Length", "TrailLength", ExplodingCannonballScript.Instance.TrailLength, 0.01f, 100); cannonBallTrailLength.ValueChanged += (float value) => { ExplodingCannonballScript.Instance.TrailLength = Mathf.Clamp(value, 0.001f, Mathf.Infinity); }; }
public override void SafeAwake() { ActivateTargetIndicator = AddKey("Target Indicator", //按键信息 "TI", //名字 KeyCode.C); //默认按键 HideThisPanel = AddToggle("Hide this\n block's panel", //toggle信息 "Hide", //名字 false); //默认状态 ActiveHUD = AddKey("Toggle HUD", "HUD", KeyCode.Tab); HidePanel = AddKey("Hide Panel", "Panel", KeyCode.Backspace); AdvTI = AddToggle("ADVANCED \n Target Indicator", //toggle信息 "AdvTI", //名字 false); //默认状态 AdvTIS = AddSlider("Amount of Lines", "LineAmt", 20f, 2f, 45f); StartColour = AddColourSlider("Start Color of the line", "SColor", Color.red); EndColour = AddColourSlider("End Color of the line", "EColor", Color.yellow); }
public override void SafeAwake() { base.SafeAwake(); bullet = new Bullet(CB); #region 子弹控件初始化 BullerCustomBulletToggle = /*BB.*/ AddToggle(LanguageManager.Instance.CurrentLanguage.CustomBullet, "Bullet", false); BulletInheritSizeToggle = /*BB.*/ AddToggle(LanguageManager.Instance.CurrentLanguage.InheritSize, "InheritSize", false); BulletMassSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.BulletMass, "BulletMass", 2f, 0.1f, 2f); BulletDragSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.BulletDrag, "BulletDrag", 0.2f, 0.01f, 0.5f); BulletDelayCollisionSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.BulletDelayCollision, "Delay Collision", 0.2f, 0f, 0.5f); BulletTrailToggle = /*BB.*/ AddToggle(LanguageManager.Instance.CurrentLanguage.Trail, "Trail", false); BulletTrailLengthSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.TrailLength, "trail length", 1f, 0.2f, 2f); BulletTrailColorSlider = /*BB.*/ AddColourSlider(LanguageManager.Instance.CurrentLanguage.TrailColor, "trail color", Color.yellow, false); #endregion #if DEBUG ConsoleController.ShowMessage("加农炮添加进阶属性"); #endif }
public override void SafeAwake() { ActivateTargetIndicator = AddKey("Target Indicator", //按键信息 "TI", //名字 KeyCode.C); //默认按键 HideThisPanel = AddToggle("Hide this\n block's panel", //toggle信息 "Hide", //名字 false); //默认状态 ActiveHUD = AddKey("Toggle HUD", "HUD", KeyCode.Tab); HidePanel = AddKey("Hide Panel", "Panel", KeyCode.Backspace); AdvTI = AddToggle("ADVANCED \n Target Indicator", //toggle信息 "AdvTI", //名字 false); //默认状态 AdvTIS = AddSlider("Amount of Lines", "LineAmt", 20f, 2f, 45f); StartColour = AddColourSlider("Start Color of the line", "SColor", Color.red); EndColour = AddColourSlider("End Color of the line", "EColor", Color.yellow); }