public static void Load() { sheet = Datasheet.Load <SpawnPreset>("/obj.txt"); lookup = new Dictionary <long, SpawnPreset>(); foreach (SpawnPreset obj in sheet) { obj.mode = StaticObjectMode.GetByToken(obj.modeToken, StaticObjectMode.Neutral); lookup.Add(Key(obj.act - 1, obj.type, obj.id), obj); } }
void Execute(string input) { if (input == "") { return; } if (history.Count == 0 || history[history.Count - 1] != input) { history.Add(input); } string[] parts = input.Split(' '); if (parts.Length >= 2 && parts[0] == "/spawn") { var pos = Iso.MapToWorld(IsoInput.mouseTile); if (parts[1] == "flippy") { string flippyFile = @"data\global\items\flp" + parts[2] + ".dc6"; Loot.Create(pos, flippyFile, flippyFile); return; } if (parts[1] == "item") { string subname = parts[2].ToLower(); var uniqueItem = UniqueItem.sheet.Find(s => s.nameStr.ToLower().Contains(subname)); if (uniqueItem != null) { ItemDrop.Drop(uniqueItem, pos); } else { string code = parts[2]; ItemDrop.Drop(code, pos, 100); } return; } if (parts[1] == "itemset") { string subname = parts[2].ToLower(); var set = ItemSet.sheet.Find(s => s.id.ToLower().Contains(subname)); if (set != null) { foreach (var setItem in set.items) { ItemDrop.Drop(setItem, pos); } } return; } var id = parts[1]; var objectInfo = ObjectInfo.Find(id); if (objectInfo != null) { var obj = WorldBuilder.SpawnObject(objectInfo, pos, fit: true); if (obj != null && parts.Length > 2) { var mode = StaticObjectMode.GetByToken(parts[2], StaticObjectMode.Neutral); obj.SetMode(mode); } } else { int monsterCount = parts.Length > 2 ? int.Parse(parts[2]) : 1; for (int i = 0; i < monsterCount; ++i) { WorldBuilder.SpawnMonster(id, pos); } } } else if (parts.Length == 2 && parts[0] == "/act") { if (int.TryParse(parts[1], out int actNumber)) { WorldBuilder.LoadAct(actNumber); } } else if (parts.Length == 2 && parts[0] == "/addstate") { string stateCode = parts[1]; var stateInfo = StateInfo.FindByCode(stateCode); if (stateInfo != null) { var player = WorldState.instance.Player.gameObject; Overlay.Create(player, stateInfo.castoverlay, loop: false); Overlay.Create(player, stateInfo.overlay1, loop: true); Overlay.Create(player, stateInfo.overlay2, loop: true); Overlay.Create(player, stateInfo.overlay3, loop: true); Overlay.Create(player, stateInfo.overlay4, loop: true); } } else { Debug.LogWarning(input); } }