private void Awake()
        {
            BB = GetComponent <BlockBehaviour>();

            SafeAwake();

            //if (BB.isSimulating ) { return; }

            EnhancementToggle          = BB.AddToggle(LanguageManager.Instance.CurrentLanguage.Enhancement, "Enhancement", EnhancementEnabled);
            EnhancementToggle.Toggled += (bool value) => { EnhancementEnabled = value; PropertiseChangedEvent(EnhancementToggle); /*DisplayInMapper(value);*/ };

            //LoadConfiguration();

            PropertiseChangedEvent += ChangedProperties;
            PropertiseChangedEvent += (mapperType) => { DisplayInMapper(EnhancementEnabled); };
            PropertiseChangedEvent?.Invoke(EnhancementToggle);

            StartCoroutine(onPlaced());
            //Controller.Instance.OnSave += SaveConfiguration;
            IEnumerator onPlaced()
            {
                yield return(new WaitUntil(() => BB.PlacementComplete));

                if (!BB.ParentMachine.isSimulating)
                {
                    OnPlaced();
                }
                yield break;
            }
        }
        protected override void SafeAwake()
        {
            HardnessMenu = AddMenu("Hardness", Hardness, new List <string> {
                "低碳钢", "中碳钢", "高碳钢"
            }, false);
            HardnessMenu.ValueChanged += (int value) => { Hardness = value; ChangedProperties(); };
            BlockDataLoadEvent        += (XDataHolder BlockData) => { Hardness = HardnessMenu.Value; };

            ExtendKey = AddKey("伸出", "Extend", ExtendKeyCodes);
            ShrinkKey = AddKey("收回", "Shrink", ShrinkKeyCodes);

            PressureToggle          = AddToggle("液压模式", "Pressure", Pressure);
            PressureToggle.Toggled += (bool value) => { Pressure = ExtendKey.DisplayInMapper = ShrinkKey.DisplayInMapper = FeedSlider.DisplayInMapper = value; ChangedProperties(); };
            BlockDataLoadEvent     += (XDataHolder BlockData) => { Pressure = PressureToggle.IsActive; };

            FeedSlider = AddSlider("进给速度", "feed", Feed, 0f, 2f, false);
            FeedSlider.ValueChanged += (float value) => { Feed = value; ChangedProperties(); };
            BlockDataLoadEvent      += (XDataHolder BlockData) => { Feed = FeedSlider.Value; };

            ExtendLimitSlider = AddSlider("伸出限制", "ExtendLimit", ExtendLimit, 0f, 3f, false);
            ExtendLimitSlider.ValueChanged += (float value) => { ExtendLimit = value; ChangedProperties(); };
            BlockDataLoadEvent             += (XDataHolder BlockData) => { ExtendLimit = ExtendLimitSlider.Value; };

            ShrinkLimitSlider = AddSlider("收缩限制", "ShrinkLimit", ShrinkLimit, 0f, 3f, false);
            ShrinkLimitSlider.ValueChanged += (float value) => { ShrinkLimit = value; ChangedProperties(); };
            BlockDataLoadEvent             += (XDataHolder BlockData) => { ShrinkLimit = ShrinkLimitSlider.Value; };



#if DEBUG
            ConsoleController.ShowMessage("悬挂添加进阶属性");
#endif
        }
Пример #3
0
        public override void SafeAwake()
        {
            ID       = GetComponent <BlockVisualController>().ID;
            Friction = PSaF.GetPositionScaleAndFriction(ID).Friction;

            ColliderToggle          = BB.AddToggle(LanguageManager.customCollider, "Custom Collider", Collider);
            ColliderToggle.Toggled += (value) => { Collider = ShowColliderToggle.DisplayInMapper = value; ChangedProperties(); };

            ShowColliderToggle          = BB.AddToggle(LanguageManager.showCollider, "Show Collider", ShowCollider);
            ShowColliderToggle.Toggled += (value) => { ShowCollider = value; ChangedProperties(); };

            FrictionSlider = BB.AddSlider(LanguageManager.friction, "Friction", Friction, 0.1f, 3f);
            FrictionSlider.ValueChanged += (float value) => { Friction = value; ChangedProperties(); };

            BouncinessSlider = BB.AddSlider(LanguageManager.bounciness, "Bounciness", Bounciness, 0f, 1f);
            BouncinessSlider.ValueChanged += (float value) => { Bounciness = value; ChangedProperties(); };

            if (WheelColliderOrgin == null)
            {
                StartCoroutine(ReadWheelMesh());
            }

#if DEBUG
            ConsoleController.ShowMessage("动力组件添加进阶属性");
#endif
        }
        public override void SafeAwake()
        {
            HardnessMenu = /*BB.*/ AddMenu("Hardness", /*HardnessIndex*/ 0, LanguageManager.Instance.CurrentLanguage.MetalHardness /*, false*/);

            ExtendKey = /*BB.*/ AddKey(LanguageManager.Instance.CurrentLanguage.Extend, "Extend", KeyCode.E);
            ShrinkKey = /*BB.*/ AddKey(LanguageManager.Instance.CurrentLanguage.Retract, "Shrink", KeyCode.F);

            HydraulicToggle = /*BB.*/ AddToggle(LanguageManager.Instance.CurrentLanguage.HydraulicMode, "Pressure", /*Hydraulic*/ false);

            R2CToggle = /*BB.*/ AddToggle(LanguageManager.Instance.CurrentLanguage.ReturnToCenter, "Return to center", /* R2C*/ false);

            DamperSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.Damper, "Damper", /*Damper*/ 1f, 0f, 5f);

            FeedSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.FeedSpeed, "feed", /*Feed*/ 0.5f, 0f, 2f);

            ExtendLimitSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.ExtendLimit, "ExtendLimit", /*ExtendLimit*/ 1f, 0f, 3f);

            ShrinkLimitSlider = /*BB.*/ AddSlider(LanguageManager.Instance.CurrentLanguage.RetractLimit, "ShrinkLimit", /*RetractLimit*/ 1f, 0f, 3f);

            SpeedSlider = FeedSlider;

            base.SafeAwake();
#if DEBUG
            ConsoleController.ShowMessage("悬挂添加进阶属性");
#endif
        }
Пример #5
0
 public override void SafeAwake()
 {
     base.SafeAwake();
     sliderCompress = BB.GetComponent <SliderCompress>();
     joint          = GetComponent <ConfigurableJoint>();
     FPLogic        = sliderCompress.AddToggle("FPIO", "accept_fpio", false);
 }
        protected override void SafeAwake()
        {
            CameraLookAtToggle          = AddToggle("追踪摄像机", "TrackingCamera", cameraLookAtToggled);
            CameraLookAtToggle.Toggled += (bool value) => { cameraLookAtToggled = RecordTargetToggle.DisplayInMapper = LockTargetKey.DisplayInMapper = RotateSpeedSlider.DisplayInMapper = ResetViewKey.DisplayInMapper = value; ChangedProperties(); };
            BlockDataLoadEvent         += (XDataHolder BlockData) => { cameraLookAtToggled = CameraLookAtToggle.IsActive; };

            RecordTargetToggle          = AddToggle("记录目标", "RecordTarget", recordTarget);
            RecordTargetToggle.Toggled += (bool value) =>
            {
                recordTarget = value;
                ChangedProperties();
            };
            BlockDataLoadEvent += (XDataHolder BlockData) => { recordTarget = RecordTargetToggle.IsActive; };

            RotateSpeedSlider = AddSlider("追踪速度", "RotateSpeed", rotateSpeed, 1, 100, false);
            RotateSpeedSlider.ValueChanged += (float value) => { rotateSpeed = value; ChangedProperties(); };
            BlockDataLoadEvent             += (XDataHolder BlockData) => { rotateSpeed = RotateSpeedSlider.Value; };

            LockTargetKey = AddKey("锁定目标", "LockTarget", lockKeys);
            LockTargetKey.InvokeKeysChanged();

            ResetViewKey = AddKey("暂停/恢复追踪", "ResetView", resetKeys);
            ResetViewKey.InvokeKeysChanged();

            // Get the actual camera's transform, not the joint's transform
            realCameraTransform = GetComponent <FixedCameraBlock>().CompoundTracker;
            realCameraTransform.gameObject.AddComponent <SmoothLookAt>();
            defaultRotation = realCameraTransform.rotation;
            // Add reference to the camera's buildindex
            selfIndex = GetComponent <BlockBehaviour>().BuildIndex;

#if DEBUG
            ConsoleController.ShowMessage("摄像机添加进阶属性");
#endif
        }
Пример #7
0
 public override void SafeAwake()
 {
     base.SafeAwake();
     springToggle = AddToggle("Spring Toggle", "spring toggle", false);
     springSlider = AddSlider("Spring", "spring", 1f, 0f, 10f);
     damperSlider = AddSlider("Damper", "damper", 0f, 0f, 10f);
 }
Пример #8
0
 protected override void Awake()
 {
     ModContext     = SingleInstance <Logic> .Instance;
     machineHandler = ModContext.GetMachineHandler(this);
     base.Awake();
     LerpMode = AddToggle("Lerp", "lerp_mode", "output as linear interpolation to closest object", false);
 }
Пример #9
0
        public override void SafeAwake()
        {
            HardnessMenu = BB.AddMenu(LanguageManager.hardness, Hardness, MetalHardness, false);
            HardnessMenu.ValueChanged += (int value) => { Hardness = value; ChangedProperties(); };

            ExtendKey = BB.AddKey(LanguageManager.extend, "Extend", KeyCode.E);
            ShrinkKey = BB.AddKey(LanguageManager.retract, "Shrink", KeyCode.F);

            HydraulicToggle          = BB.AddToggle(LanguageManager.hydraulicMode, "Pressure", Hydraulic);
            HydraulicToggle.Toggled += (bool value) => { Hydraulic = R2CToggle.DisplayInMapper = ExtendKey.DisplayInMapper = ShrinkKey.DisplayInMapper = FeedSlider.DisplayInMapper = ExtendLimitSlider.DisplayInMapper = ShrinkLimitSlider.DisplayInMapper = value; ChangedProperties(); };

            R2CToggle          = BB.AddToggle(LanguageManager.returnToCenter, "Return to center", R2C);
            R2CToggle.Toggled += (bool value) => { R2C = value; ChangedProperties(); };

            FeedSlider = BB.AddSlider(LanguageManager.feedSpeed, "feed", Feed, 0f, 2f);
            FeedSlider.ValueChanged += (float value) => { Feed = value; ChangedProperties(); };

            ExtendLimitSlider = BB.AddSlider(LanguageManager.extendLimit, "ExtendLimit", ExtendLimit, 0f, 3f);
            ExtendLimitSlider.ValueChanged += (float value) => { ExtendLimit = value; ChangedProperties(); };

            ShrinkLimitSlider = BB.AddSlider(LanguageManager.retractLimit, "ShrinkLimit", RetractLimit, 0f, 3f);
            ShrinkLimitSlider.ValueChanged += (float value) => { RetractLimit = value; ChangedProperties(); };



#if DEBUG
            ConsoleController.ShowMessage("悬挂添加进阶属性");
#endif
        }
Пример #10
0
 public override void SafeAwake()
 {
     base.SafeAwake();
     steeringWheel = BB.GetComponent <SteeringWheel>();
     FPLogic       = steeringWheel.AddToggle("FPIO", "accept_fpio", false);
     UsedKeys      = steeringWheel.MapperTypes.Where(x => x is MKey).Select(x => x as MKey).ToArray();
 }
Пример #11
0
        protected MToggle AddToggle(string displayName, string key, bool defaltValue)
        {
            MToggle mToggle = new MToggle(displayName, key, defaltValue);

            myMapperTypes.Add(mToggle);

            return(mToggle);
        }
Пример #12
0
        // メソッド
        private void Awake()
        {
            // BlockBehaviourを取得
            BB = GetComponent <BlockBehaviour>();

            // ブロックの設定画面にトグルを追加
            toggle = BB.AddToggle("toggle", "wiki tutorial toggle", false);
        }
Пример #13
0
 /// <summary>
 /// Creates a Block handler.
 /// </summary>
 /// <param name="bb">BlockBehaviour object.</param>
 public FlyingSpiral(BlockBehaviour bb) : base(bb)
 {
     fc = bb.GetComponent <FlyingController>();
     automaticToggle = automaticFieldInfo.GetValue(fc) as MToggle;
     toggleMode      = toggleFieldInfo.GetValue(fc) as MToggle;
     reverseToggle   = reverseFieldInfo.GetValue(fc) as MToggle;
     rigidbody       = rigidbodyFieldInfo.GetValue(fc) as Rigidbody;
 }
Пример #14
0
        public override void SafeAwake()
        {
            SwitchKey = /*BB.*/ AddKey("Switch", "Switch", KeyCode.R);
            SwitchKey.InvokeKeysChanged();

            HeldToggle = /*BB.*/ AddToggle("Toggle", "Toggle", /*Held*/ false);
            //HeldToggle.Toggled += (value) => { Held = value; ChangedProperties(); };
        }
        public override void SafeAwake()
        {
            RotationToggle = AddToggle(LanguageManager.Instance.CurrentLanguage.CvJoint, "Rotation", false);

#if DEBUG
            ConsoleController.ShowMessage("球铰添加进阶属性");
#endif
        }
        protected override void SafeAwake()
        {
            RotationToggle          = AddToggle("万向节", "Rotation", Rotation);
            RotationToggle.Toggled += (bool value) => { Rotation = value; ChangedProperties(); };
            BlockDataLoadEvent     += (XDataHolder BlockData) => { Rotation = RotationToggle.IsActive; };
#if DEBUG
            ConsoleController.ShowMessage("球铰添加进阶属性");
#endif
        }
Пример #17
0
 public override void SafeAwake()
 {
     ActivationKey = AddKey("Activation", //按键信息
                            "ACT",        //名字
                            KeyCode.P);   //默认按键
     CloakFieldSize         = AddSlider("Clock Field Size", "size", 10, 0.01f, 50);
     CloakExtendingTime     = AddSlider("Clock Field Extend Time", "time", 3, 0, 20);
     DirectionVisualization = AddToggle("Visual Effect for activition", "vfx", true);
 }
        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
        }
        public override void SafeAwake()
        {
            BoilingToggle          = BB.AddToggle(LanguageManager.boiling, "Boiling", Boiling);
            BoilingToggle.Toggled += (bool value) => { Boiling = value; ChangedProperties(); };


#if DEBUG
            ConsoleController.ShowMessage("水炮添加进阶属性");
#endif
        }
Пример #20
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="block"></param>
        /// <param name="key"></param>
        /// <param name="displayName"></param>
        /// <param name="toggleHandler"></param>
        /// <returns></returns>
        public static MToggle AddToggle(BlockBehaviour block, string key, string displayName, ToggleHandler toggleHandler)
        {
            MToggle result = CallPrivateFunc <MToggle>(block, "AddToggle",
                                                       new Type[] { typeof(string), typeof(string), typeof(bool) },
                                                       new object[] { displayName, key, Controller.Instance.GetBool(block, key) }
                                                       );

            result.Toggled += toggleHandler;
            return(result);
        }
Пример #21
0
        /// <summary>
        ///     Creates a Block handler.
        /// </summary>
        /// <param name="bb">BlockBehaviour object.</param>
        public Piston(BlockBehaviour bb) : base(bb)
        {
            _sc = bb.GetComponent <SliderCompress>();

            _toggleMode = ToggleFieldInfo.GetValue(_sc) as MToggle;
            _extendKey  = ExtendFieldInfo.GetValue(_sc) as MKey;

            _defaultStartLimit = _sc.startLimit;
            _defaultNewLimit   = _sc.newLimit;
        }
        private void Awake()
        {
            BB = (CanonBlock)GetComponent <BlockBehaviour>();

            // Adding toggle box
            PredictCannon          = BB.AddToggle("Predict Cannon", "PredictCannon", PredictCannonEnabled);
            PredictCannon.Toggled += (bool value) => { PredictCannonEnabled = value; };
            ShowError              = BB.AddToggle("Show Error", "ShowError", ShowErrorEnabled);
            ShowError.Toggled     += (bool value) => { ShowErrorEnabled = value; };
        }
Пример #23
0
        /// <summary>
        /// Creates a Block handler.
        /// </summary>
        /// <param name="bb">BlockBehaviour object.</param>
        public Piston(BlockBehaviour bb) : base(bb)
        {
            sc = bb.GetComponent <SliderCompress>();

            toggleMode = toggleFieldInfo.GetValue(sc) as MToggle;
            extendKey  = extendFieldInfo.GetValue(sc) as MKey;

            defaultStartLimit = sc.startLimit;
            defaultNewLimit   = sc.newLimit;
        }
        public override void SafeAwake()
        {
            BoilingToggle = /*BB.*/ AddToggle(LanguageManager.Instance.CurrentLanguage.Boiling, "Boiling", /*Boiling*/ false);
            //BoilingToggle.Toggled += (bool value) => { Boiling = value; ChangedProperties(); };

            base.SafeAwake();
#if DEBUG
            ConsoleController.ShowMessage("水炮添加进阶属性");
#endif
        }
Пример #25
0
        public override void SafeAwake()
        {
            activateKey       = AddKey("Activate", "shoot", KeyCode.Y);
            rangeSlider       = AddSlider("Range", "strength", 15f, 0.5f, 30f);
            radiusSlider      = AddSlider("Radius", "radius", GetRadiusFromRange(rangeSlider.Value), 0.5f, 2f);
            holdToShootToggle = AddToggle("Hold to shoot", "hold-to-fire", false);

            rangeSlider.ValueChanged  += RangeChanged;
            radiusSlider.ValueChanged += RadiusChanged;
        }
Пример #26
0
        public override void SafeAwake()
        {
            RotationToggle          = BB.AddToggle(LanguageManager.cvJoint, "Rotation", Rotation);
            RotationToggle.Toggled += (bool value) => { Rotation = value; ChangedProperties(); };


#if DEBUG
            ConsoleController.ShowMessage("球铰添加进阶属性");
#endif
        }
Пример #27
0
        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;
        }
Пример #28
0
 public override void SafeAwake()
 {
     activateKey = AddKey("Activate", "activate", KeyCode.B);
     triggerMode = AddMenu("triggerMode", 0, new List <string>()
     {
         "Trigger: Press",
         "Trigger: Release"
     });
     configureToggle          = AddToggle("Configure", "configure", false);
     configureToggle.Toggled += Toggled;
 }
Пример #29
0
 public override void SafeAwake()
 {
     //Logger.Debug("SafeAwake " + this.GetHashCode());
     if (CpuBridge == null)
     {
         CpuBridge = Mod.Instance.Bridge.CreateCpuBridge(this);
     }
     AddCustom(this.script = new TextArea("script", "script", ""));
     StrictMode            = AddToggle("strictMode", "strictMode", false);
     timeout = AddSliderUnclamped("timeout", "timeout", 1f, 0.01f, 60f);
     CpuBridge.SafeAwake();
 }
        public override void SafeAwake()
        {
            Key1 = AddKey("Spawn block",             //按键信息
                          "Spawn",                   //名字
                          KeyCode.V);                //默认按键

            List <string> list = new List <string>();

            foreach (var pair in PrefabMaster.BlockPrefabs)
            {
                list.Add(pair.Value.name);
            }
            模块ID = AddMenu("Block", 0, list);
            模块ID.ValueChanged += (v) => {
                blockModified = true;
            };

            modifyBlock          = AddToggle("Modify Spawned Block", "modifySpawnedBlock", false);
            modifyBlock.Toggled += (b) => {
                if (b)
                {
                    if (blockModified)
                    {
                        SpawnChild();
                    }
                    modifyBlock.IsActive = false;
                    BlockMapper.Open(blockToSpawn);
                }
            };

            生成间隔 = AddSlider("Spawn Frequency",               //滑条信息
                             "Freq",                          //名字
                             0.25f,                           //默认值
                             0f,                              //最小值
                             10f);                            //最大值

            生成大小 = AddSlider("Block Scale",                   //滑条信息
                             "Scale",                         //名字
                             1f,                              //默认值
                             0.01f,                           //最小值
                             100f);                           //最大值

            继承速度 = AddToggle("Inherit My Velocity",           //toggle信息
                             "IMV",                           //名字
                             true);                           //默认状态
            FunnyMode = AddToggle("Funny Mode",               //toggle信息
                                  "FMD",                      //名字
                                  false);                     //默认状态
            FunnyMode.Toggled += (t) => {
                blockModified = true;
                modifyBlock.DisplayInMapper = !t;
            };
        }
        public override void SafeAwake()
        {
            Key1 = AddKey("Lock On", //按键信息
                                 "Locked",           //名字
                                 KeyCode.T);       //默认按键

            Key2 = AddKey("Launch", //按键信息
                                 "Launch",           //名字
                                 KeyCode.X);       //默认按键

            NoBlocking = AddToggle("Destroy everything on the way",   //toggle信息
                                       "NoBK",       //名字
                                       false);             //默认状态
        }
        public override void SafeAwake()
        {
            Key1 = AddKey("Lock On", //按键信息
                                 "Locked",           //名字
                                 KeyCode.T);       //默认按键

            Key2 = AddKey("Launch", //按键信息
                                 "Launch",           //名字
                                 KeyCode.X);       //默认按键

            延迟 = AddSlider("Delay for detecting impact and target",       //滑条信息
                                    "Delay",       //名字
                                    0f,            //默认值
                                    0f,          //最小值
                                    5f);           //最大值

            不聪明模式 = AddToggle("Disable Smart Attack",   //toggle信息
                                       "NoSA",       //名字
                                       false);             //默认状态
        }
        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);
        }
    //BlockLoader Specific method: is called right after the script is made - usually,
    //this is done for all blocks of this type and is safe as it waits for stuff like
    //colliders, visuals, resources and so on
    public override void SafeAwake()
    {
        //Set the blocks original scale
            orgScale = transform.localScale;

            activateKey = AddKey("Sound The Horn", //Display text
                                 "play",           //save name
                                 KeyCode.H);       //Keyboard button

            pitchSlider = AddSlider("Pitch",       //Display Text
                                    "pitch",       //save name
                                    1f,            //default value
                                    0.5f,          //minimum value
                                    2f);           //maximum value

            volumeSlider = AddSlider("Volume",       //Display Text
                                     "volume",       //save name
                                     1f,             //default value
                                     0.1f,           //minimum value
                                     1f);            //maximum value

            semitoneToggle = AddToggle("Semitone Snap",   //Display Text
                                       "semitones",       //save name
                                       true);             //default value

            //Call HandleSemiToneSnap() when the slider value changes
            pitchSlider.ValueChanged += HandleSemitoneSnap;
    }
        public override void SafeAwake()
        {
            Key1 = AddKey("Spawn block", //按键信息
                                 "Spawn",           //名字
                                 KeyCode.V);       //默认按键

            List<string> list = new List<string>();
            foreach (BlockPrefab pair in PrefabMaster.BlockPrefabs.Values)
            {
                list.Add(pair.gameObject.GetComponent<MyBlockInfo>().blockName);
                对应的IDs.Add(pair.ID);
            }
            模块ID = AddMenu("Block", 0, list);
            模块ID.ValueChanged += IDChanged;

            modifyBlock = AddToggle("Modify Spawned Block", "modifySpawnedBlock", false);
            modifyBlock.Toggled += (b) => {
                if (b)
                {
                    SpawnChild();
                    modifyBlock.IsActive = false;
                    BlockMapper.Open(blockToSpawn);
                }
            };

            生成间隔 = AddSlider("Spawn Frequency",       //滑条信息
                                    "Freq",       //名字
                                   0.25f,            //默认值
                                    0f,          //最小值
                                    10f);           //最大值

            生成大小 = AddSlider("Block Scale",       //滑条信息
                                    "Scale",       //名字
                                    1f,            //默认值
                                    0.01f,          //最小值
                                    100f);           //最大值

            继承速度 = AddToggle("Inherit My Velocity",   //toggle信息
                                       "IMV",       //名字
                                       true);             //默认状态
            FunnyMode = AddToggle("Funny Mode",   //toggle信息
                                       "FMD",       //名字
                                       false);             //默认状态
            FunnyMode.Toggled += (t) => {
                modifyBlock.DisplayInMapper = !t;
            };
        }