Пример #1
0
        private void Awake()
        {
            Debug.Log("GRAPPLING HOOK AWAKE");

            GrapplingHookHotkey = Config.Bind("General", "GrapplingHookHotkey", "G", "Grappling Hook Hotkey");
            UpdateGrapplingHookKeyCode();
            GrapplingHookHotkey.SettingChanged += HandleGrapplingHookHotkeyChange;
            HorizontalPosition = Config.Bind("General", "HorizontalPosition", 1.8f, "Horizontal Position");
            KeepCameraAligned  = Config.Bind("General", "KeepCameraAligned", true, "Keep Camera Aligned");
            UseExperimentalFallDamageCancel = Config.Bind("General", "UseExperimentalFallDamageCancel", false, "Use Experimental Fall Damage Cancel");

            Recipes = LoadJsonFile <RecipesConfig>("recipes.json");
            var assetBundle   = GetAssetBundleFromResources("grapplinghook");
            var grapplingHook = assetBundle.LoadAsset <GameObject>("assets/customitems/grapplinghook/grapplinghook.prefab");

            var grapplingHookItemDrop = grapplingHook.GetComponent <ItemDrop>();
            var grappled = ScriptableObject.CreateInstance(typeof(SE_Grappled)) as SE_Grappled;

            grappled.name = "Grappled";
            StatusEffects.Add(grappled);
            grapplingHookItemDrop.m_itemData.m_shared.m_attackStatusEffect = grappled;

            Prefabs.Add("GrapplingHook", grapplingHook);

            assetBundle?.Unload(false);

            _harmony = Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly());
        }
Пример #2
0
        public static void Initialize(RecipesConfig config)
        {
            Config = config;

            if (EpicLoot.IsObjectDBReady())
            {
                SetupRecipes();
            }
        }
Пример #3
0
        private void Awake()
        {
            Recipes = LoadJsonFile <RecipesConfig>("recipes.json");
            var assetBundle = LoadAssetBundle("jamassets");

            if (Recipes != null && assetBundle != null)
            {
                foreach (var recipe in Recipes.recipes)
                {
                    if (assetBundle.Contains(recipe.item))
                    {
                        var prefab = assetBundle.LoadAsset <GameObject>(recipe.item);
                        Prefabs.Add(recipe.item, prefab);
                    }
                }
            }

            assetBundle?.Unload(false);

            _harmony = Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly(), PluginId);
        }
Пример #4
0
 public static void Initialize(RecipesConfig config)
 {
     Config = config;
 }