示例#1
0
        private void OnKill(Projectile arg1, SpeculativeRigidbody arg2)
        {
            bool flag = !arg2.aiActor.healthHaver.IsDead;

            if (flag)
            {
                int  num3  = UnityEngine.Random.Range(0, 4);
                bool flag3 = num3 == 0;
                if (flag3)
                {
                    AkSoundEngine.PostEvent("Play_OBJ_chestwarp_use_01", gameObject);
                    PlayerController player = (GameManager.Instance.PrimaryPlayer);
                    string           guid;
                    guid = "ChaosBeing";
                    PlayerController owner        = player;
                    AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
                    IntVector2?      intVector    = new IntVector2?(player.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
                    AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);
                    aiactor.CanTargetEnemies = false;
                    aiactor.CanTargetPlayers = true;
                    PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                    aiactor.IsHarmlessEnemy    = false;
                    aiactor.IgnoreForRoomClear = true;
                    aiactor.HandleReinforcementFallIntoRoom(-1f);
                    SpawnManager.SpawnVFX((PickupObjectDatabase.GetById(573) as ChestTeleporterItem).TeleportVFX, aiactor.sprite.WorldCenter.ToVector3ZisY(0f), Quaternion.identity).GetComponent <tk2dBaseSprite>().PlaceAtPositionByAnchor(aiactor.sprite.WorldCenter.ToVector3ZisY(0f), tk2dBaseSprite.Anchor.MiddleCenter);
                }
            }
        }
示例#2
0
        public override void OnPostFired(PlayerController player, Gun gun)
        {
            //This determines what sound you want to play when you fire a gun.
            //Sounds names are based on the Gungeon sound dump, which can be found at EnterTheGungeon/Etg_Data/StreamingAssets/Audio/GeneratedSoundBanks/Windows/sfx.txt
            gun.PreventNormalFireAudio = true;
            string guid;

            guid = "86dfc13486ee4f559189de53cfb84107";

            PlayerController owner = player;

            if (player.PlayerHasActiveSynergy("Ye Olden Ages"))
            {
                guid = "05891b158cd542b1a5f3df30fb67a7ff";
            }
            AIActor    orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
            IntVector2?intVector    = new IntVector2?(player.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
            AIActor    aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);

            aiactor.CanTargetEnemies = true;
            aiactor.CanTargetPlayers = false;
            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
            aiactor.gameObject.AddComponent <KillOnRoomClear>();
            aiactor.IsHarmlessEnemy    = true;
            aiactor.IgnoreForRoomClear = true;
            aiactor.HandleReinforcementFallIntoRoom(0f);
        }
示例#3
0
        public void knightPlacer(PlayerController owner)
        {
            AIActor orLoadByGuid = EnemyDatabase.GetOrLoadByGuid("ec8ea75b557d4e7b8ceeaacdf6f8238c");


            IntVector2  aim  = Vector2Extensions.ToIntVector2(owner.unadjustedAimPoint, VectorConversions.Round);
            RoomHandler room = GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(aim);

            if (room != null && room == owner.CurrentRoom && owner.IsInCombat)
            {
                AIActor aiActor = AIActor.Spawn(orLoadByGuid.aiActor, owner.CenterPosition, room, true, AIActor.AwakenAnimationType.Default, true);
                PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiActor.specRigidbody, null, false);
                aiActor.CanTargetEnemies   = true;
                aiActor.CanTargetPlayers   = false;
                aiActor.IsHarmlessEnemy    = true;
                aiActor.CanDropCurrency    = false;
                aiActor.IgnoreForRoomClear = true;
                aiActor.MovementSpeed      = 6.3f;

                aiActor.gameObject.AddComponent <KillOnRoomClear>();
                aiActor.reinforceType = AIActor.ReinforceType.Instant;
                aiActor.HandleReinforcementFallIntoRoom(.1f);
                nut = aiActor;

                MindControlEffect orAddComponent = aiActor.gameObject.GetOrAddComponent <MindControlEffect>();
                orAddComponent.owner = (this.gun.CurrentOwner as PlayerController);
            }
        }
        private void SpawnKevin()
        {
            string kevinGuid;

            if (Owner.HasPickupID(118))
            {
                kevinGuid = "70216cae6c1346309d86d4a0b4603045";
            }
            else
            {
                kevinGuid = "01972dee89fc4404a5c408d50007dad5";
            }
            PlayerController player       = this.Owner;
            var        Kevin              = EnemyDatabase.GetOrLoadByGuid(kevinGuid);
            IntVector2?bestRewardLocation = Owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2);
            AIActor    TargetActor        = AIActor.Spawn(Kevin.aiActor, bestRewardLocation.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(bestRewardLocation.Value), true, AIActor.AwakenAnimationType.Default, true);

            //TargetActor.gameActor.ApplyEffect(this.charmEffect, 100f, null);
            TargetActor.CanTargetEnemies = true;
            TargetActor.CanTargetPlayers = false;
            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(TargetActor.specRigidbody, null, false);
            TargetActor.gameObject.AddComponent <KillOnRoomClear>();
            TargetActor.IsHarmlessEnemy = true;
            //TargetActor.healthHaver.bossHealthBar = HealthHaver.BossBarType.MainBar;
            TargetActor.IgnoreForRoomClear = true;
            TargetActor.HandleReinforcementFallIntoRoom(0f);
            TargetActor.gameObject.AddComponent <AIActorIsKevin>();
            //PRAISE BE OUR LORD AND SAVIOUR KEVIN. YOU WILL BOW TO HIM, OR YOU WILL DIE.
        }
示例#5
0
        private void SpawnGrim()
        {
            string guid;

            if (this.Owner)
            {
                guid = "0d3f7c641557426fbac8596b61c9fb45";
            }
            else
            {
                guid = "0d3f7c641557426fbac8596b61c9fb45";
            }
            PlayerController owner        = base.Owner;
            AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
            IntVector2?      intVector    = new IntVector2?(base.Owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
            AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);

            aiactor.CanTargetEnemies = false;
            aiactor.CanTargetPlayers = true;
            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
            aiactor.gameObject.AddComponent <KillOnRoomClear>();
            aiactor.IsHarmlessEnemy    = false;
            aiactor.IgnoreForRoomClear = true;
            aiactor.MovementSpeed      = .5f;

            aiactor.reinforceType = AIActor.ReinforceType.Instant;
            aiactor.HandleReinforcementFallIntoRoom(0f);
        }
示例#6
0
        public void tophat(Vector3 position)
        {
            string guid;

            guid = "5861e5a077244905a8c25c2b7b4d6ebb";
            if (Owner.PlayerHasActiveSynergy("Hat's Off to You"))

            {
                guid = "ddf12a4881eb43cfba04f36dd6377abb";
            }
            if (Owner.HasPickupID(Game.Items["cak:hat_shells"].PickupObjectId))
            {
            }

            PlayerController owner        = base.Owner;
            AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
            IntVector2?      intVector    = new IntVector2?(base.Owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
            AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);

            aiactor.CanTargetEnemies = true;
            aiactor.CanTargetPlayers = false;
            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
            aiactor.gameObject.AddComponent <KillOnRoomClear>();
            aiactor.IsHarmlessEnemy    = true;
            aiactor.IgnoreForRoomClear = true;
            aiactor.HandleReinforcementFallIntoRoom(0f);
        }
示例#7
0
 protected override void DoEffect(PlayerController user)
 {
     base.DoEffect(user);
     if (user.CurrentRoom != null && user)
     {
         List <AIActor> activeEnemies = user.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All);
         if (activeEnemies.Count != 0 && activeEnemies != null)
         {
             for (int counter = 0; counter < activeEnemies.Count; counter++)
             {
                 AIActor actor = activeEnemies[counter];
                 if (actor && actor.healthHaver && !actor.healthHaver.IsBoss && actor.gameObject.GetComponent <GhostAllyComponent>() == null && actor.healthHaver.IsVulnerable && actor.IsNormalEnemy && !actor.IsMimicEnemy && actor.GetResistanceForEffectType(EffectResistanceType.Charm) != 1)
                 {
                     List <int> Colors = new List <int>
                     {
                         7,
                         141,
                         222
                     };
                     GameActorCharmEffect ghostCharm = GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect;
                     ghostCharm.OverheadVFX  = null;
                     ghostCharm.TintColor    = new Color(Colors[0], Colors[1], Colors[2]);
                     ghostCharm.TintColor.a /= 100;
                     string  guid    = actor.EnemyGuid;
                     AIActor aiactor = BoxOTools.SummonAtRandomPosition(guid, user);
                     aiactor.AddPermanentCharm(ghostCharm);
                     aiactor.gameObject.AddComponent <GhostAllyComponent>();
                     aiactor.HandleReinforcementFallIntoRoom(counter / 10);
                 }
             }
         }
     }
 }
        public void SpawnParamedic(PlayerController player)
        {
            string guid;

            if (player)
            {
                guid = "22fc2c2c45fb47cf9fb5f7b043a70122";
            }
            else
            {
                guid = "22fc2c2c45fb47cf9fb5f7b043a70122";
            }

            AIActor    orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
            IntVector2?intVector    = new IntVector2?(player.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
            AIActor    aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, player.AimCenter, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Spawn, true);

            aiactor.CanTargetEnemies = false;
            aiactor.CanTargetPlayers = true;
            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);

            aiactor.IsHarmlessEnemy    = false;
            aiactor.IgnoreForRoomClear = true;
            aiactor.reinforceType      = AIActor.ReinforceType.Instant;
            aiactor.HandleReinforcementFallIntoRoom(0f);
        }
示例#9
0
 private void HandleSpawn(AIActor spawnedActor)
 {
     if (!IsGlitchedLJ)
     {
         if (!string.IsNullOrEmpty(spawnAnim))
         {
             spawnedActor.aiAnimator.PlayUntilFinished(spawnAnim, false, null, -1f, false);
         }
     }
     if (!IsGlitchedLJ)
     {
         ChaosSpawnGlitchEnemyOnDeath component = spawnedActor.GetComponent <ChaosSpawnGlitchEnemyOnDeath>();
         if (component)
         {
             component.guaranteedSpawnGenerations = Mathf.Max(0f, guaranteedSpawnGenerations - 1f);
         }
     }
     if (!spawnsCanDropLoot)
     {
         spawnedActor.CanDropCurrency = false;
         spawnedActor.CanDropItems    = false;
     }
     if (DoNormalReinforcement)
     {
         spawnedActor.HandleReinforcementFallIntoRoom(0.1f);
     }
 }
示例#10
0
        //applies damage on last use
        protected override void DoEffect(PlayerController user)
        {
            AkSoundEngine.PostEvent("Play_ENM_smiley_whistle_02", base.gameObject);

            string guid;

            if (user)
            {
                guid = "86237c6482754cd29819c239403a2de7";
            }
            else
            {
                guid = "86237c6482754cd29819c239403a2de7";
            }

            AIActor    orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
            IntVector2?intVector    = new IntVector2?(user.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
            AIActor    aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);

            aiactor.CanTargetEnemies = true;
            aiactor.CanTargetPlayers = false;
            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
            aiactor.gameObject.AddComponent <KillOnRoomClear>();
            aiactor.IsHarmlessEnemy    = false;
            aiactor.IgnoreForRoomClear = true;

            aiactor.reinforceType = AIActor.ReinforceType.Instant;
            aiactor.HandleReinforcementFallIntoRoom(0f);
        }
示例#11
0
        public void tophat(PlayerController player, HealthHaver enemy)
        {
            int bighead = UnityEngine.Random.Range(1, 6);

            if (bighead == 1)
            {
                if (!enemy.healthHaver.IsBoss)
                {
                    string guid;
                    guid = enemy.aiActor.EnemyGuid;
                    if (guid != "4db03291a12144d69fe940d5a01de376")
                    {
                        PlayerController owner        = base.Owner;
                        AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
                        IntVector2?      intVector    = new IntVector2?(base.Owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
                        AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);
                        aiactor.CanTargetEnemies = true;
                        aiactor.CanTargetPlayers = false;
                        PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                        aiactor.gameObject.AddComponent <KillOnRoomClear>();
                        aiactor.IsHarmlessEnemy    = true;
                        aiactor.IgnoreForRoomClear = true;
                        aiactor.HandleReinforcementFallIntoRoom(0f);
                    }
                }
            }
        }
示例#12
0
 protected override void DoEffect(PlayerController user)
 {
     for (int i = 0; i < 4; i++)
     {
         try
         {
             var BulletKin = EnemyDatabase.GetOrLoadByGuid("01972dee89fc4404a5c408d50007dad5");
             //float radius = 5;
             //var random = UnityEngine.Random.insideUnitCircle * radius;
             //IntVector2 temp = random.ToIntVector2() + LastOwner.CurrentRoom.GetNearestCellToPosition(LastOwner.specRigidbody.UnitCenter).position; // or something like this to get the player's pos relative to the room
             //IntVector2? spawnPos = LastOwner.CurrentRoom.GetRandomAvailableCell(temp);
             IntVector2?spawnPos = LastOwner.CurrentRoom.GetRandomVisibleClearSpot(1, 1);
             if (spawnPos != null)
             {
                 AIActor TargetActor = AIActor.Spawn(BulletKin.aiActor, spawnPos.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(spawnPos.Value), true, AIActor.AwakenAnimationType.Default, true);
                 TargetActor.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
                 PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(TargetActor.specRigidbody, null, false);
                 TargetActor.gameObject.AddComponent <KillOnRoomClear>();
                 TargetActor.IsHarmlessEnemy    = true;
                 TargetActor.IgnoreForRoomClear = true;
                 TargetActor.HandleReinforcementFallIntoRoom(0f);
             }
         }
         catch (Exception e)
         {
             ETGModConsole.Log(e.Message);
         }
     }
 }
示例#13
0
        // This function doesn't null check orLoadByGuid. If non fake prefab custom enemies are spawned (like the special rats on Hollow), then this would cause exception.
        // Added fall back GUIDs and use one of those for AIActor instead if this happens.
        public void AddSpecificEnemyToRoomProcedurallyFixed(RoomHandler room, string enemyGuid, bool reinforcementSpawn = false, Vector2?goalPosition = null)
        {
            AIActor orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(enemyGuid);

            if (!orLoadByGuid)
            {
                List <string> FallbackGUIDs = new List <string>()
                {
                    ExpandCustomEnemyDatabase.BootlegBullatGUID,
                    ExpandCustomEnemyDatabase.BootlegBulletManGUID,
                    ExpandCustomEnemyDatabase.BootlegBulletManBandanaGUID,
                    ExpandCustomEnemyDatabase.BootlegShotgunManBlueGUID,
                    ExpandCustomEnemyDatabase.BootlegShotgunManRedGUID
                };
                FallbackGUIDs = FallbackGUIDs.Shuffle();
                orLoadByGuid  = EnemyDatabase.GetOrLoadByGuid(BraveUtility.RandomElement(FallbackGUIDs));
            }
            IntVector2    clearance     = orLoadByGuid.specRigidbody.UnitDimensions.ToIntVector2(VectorConversions.Ceil);
            CellValidator cellValidator = delegate(IntVector2 c) {
                for (int i = 0; i < clearance.x; i++)
                {
                    int x = c.x + i;
                    for (int j = 0; j < clearance.y; j++)
                    {
                        int y = c.y + j;
                        if (GameManager.Instance.Dungeon.data.isTopWall(x, y))
                        {
                            return(false);
                        }
                    }
                }
                return(true);
            };
            IntVector2?intVector;

            if (goalPosition != null)
            {
                intVector = room.GetNearestAvailableCell(goalPosition.Value, new IntVector2?(clearance), new CellTypes?(CellTypes.FLOOR), false, cellValidator);
            }
            else
            {
                intVector = room.GetRandomAvailableCell(new IntVector2?(clearance), new CellTypes?(CellTypes.FLOOR), false, cellValidator);
            }
            if (intVector != null)
            {
                AIActor aiactor = AIActor.Spawn(orLoadByGuid, intVector.Value, room, true, AIActor.AwakenAnimationType.Spawn, false);
                if (aiactor && reinforcementSpawn)
                {
                    if (aiactor.specRigidbody)
                    {
                        aiactor.specRigidbody.CollideWithOthers = false;
                    }
                    aiactor.HandleReinforcementFallIntoRoom(0f);
                }
            }
            else
            {
                Debug.LogError("failed placement");
            }
        }
示例#14
0
        // Token: 0x06000056 RID: 86 RVA: 0x00004194 File Offset: 0x00002394
        public void KnightPlacer(PlayerController owner)
        {
            try
            {
                AIActor     orLoadByGuid             = EnemyDatabase.GetOrLoadByGuid("ec8ea75b557d4e7b8ceeaacdf6f8238c");
                IntVector2  intVector                = Vector2Extensions.ToIntVector2(owner.unadjustedAimPoint, (VectorConversions)2);
                RoomHandler absoluteRoomFromPosition = GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector);
                bool        flag = absoluteRoomFromPosition != null && absoluteRoomFromPosition == owner.CurrentRoom && owner.IsInCombat;
                if (flag)
                {
                    AIActor aiactor = AIActor.Spawn(orLoadByGuid.aiActor, owner.CenterPosition, absoluteRoomFromPosition, true, (AIActor.AwakenAnimationType) 2, true);
                    PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                    aiactor.CanTargetEnemies   = true;
                    aiactor.CanTargetPlayers   = false;
                    aiactor.IsHarmlessEnemy    = true;
                    aiactor.CanDropCurrency    = false;
                    aiactor.IgnoreForRoomClear = true;
                    aiactor.MovementSpeed      = 5.95f;
                    aiactor.CompanionOwner     = owner;
                    aiactor.IsBuffEnemy        = true;
                    aiactor.isPassable         = true;
                    aiactor.gameObject.AddComponent <KillOnRoomClear>();
                    aiactor.reinforceType = (AIActor.ReinforceType) 2;
                    aiactor.HandleReinforcementFallIntoRoom(0.1f);

                    //added this so the player doesn't collide with the nut when dodge rolling, he goes through companions
                    aiactor.gameObject.AddComponent <CompanionController>();
                    CompanionController component = aiactor.gameObject.GetComponent <CompanionController>();
                    component.Initialize(owner);

                    this.nut = aiactor;
                    MindControlEffect orAddComponent = GameObjectExtensions.GetOrAddComponent <MindControlEffect>(aiactor.gameObject);
                    orAddComponent.owner = (this.gun.CurrentOwner as PlayerController);

                    // to make the nut invincible against the player effects or any other damage effects
                    if (aiactor.healthHaver != null)
                    {
                        aiactor.healthHaver.PreventAllDamage = true;
                    }

                    // to prevent the attacks of the nut from damaging the player
                    if (aiactor.bulletBank != null)
                    {
                        AIBulletBank bulletBank = aiactor.bulletBank;
                        bulletBank.OnProjectileCreated = (Action <Projectile>)Delegate.Combine(bulletBank.OnProjectileCreated, new Action <Projectile>(CopperChariot.OnPostProcessProjectile));
                    }
                    if (aiactor.aiShooter != null)
                    {
                        AIShooter aiShooter = aiactor.aiShooter;
                        aiShooter.PostProcessProjectile = (Action <Projectile>)Delegate.Combine(aiShooter.PostProcessProjectile, new Action <Projectile>(CopperChariot.OnPostProcessProjectile));
                    }
                }
            }
            catch (Exception e)
            {
                Tools.Print("Copper KnightPlacer", "FFFFFF", true);
                Tools.PrintException(e);
            }
        }
示例#15
0
 private void OnEnemyDamaged(float damage, bool fatal, HealthHaver enemy)
 {
     if (!Owner.PlayerHasActiveSynergy("REANIMATE"))
     {
         if (fatal && enemy && enemy.aiActor && enemy.aiActor.EnemyGuid != "699cd24270af4cd183d671090d8323a1")
         {
             if (Owner.CurrentRoom != null)
             {
                 if (BoxOTools.BasicRandom(0.975f) && DoneKill)
                 {
                     try
                     {
                         AIActor aiactor = BoxOTools.SummonAtRandomPosition("699cd24270af4cd183d671090d8323a1", Owner);
                         if (base.Owner.PlayerHasActiveSynergy("keysight"))
                         {
                             aiactor.IsHarmlessEnemy = true;
                             aiactor.BecomeBlackPhantom();
                         }
                         if (!base.Owner.PlayerHasActiveSynergy("keysight"))
                         {
                             aiactor.PreventBlackPhantom = true;
                         }
                         aiactor.HandleReinforcementFallIntoRoom(0f);
                         DoneKill = false;
                     } catch (Exception Error)
                     {
                         ETGModConsole.Log(Error.Message);
                     }
                 }
             }
         }
     }
     else
     {
         if (BoxOTools.BasicRandom(0.8f) && enemy && enemy.aiActor && Owner.CurrentRoom != null && fatal)
         {
             if (BoxOTools.BasicRandom(0.3f) || base.Owner.PlayerHasActiveSynergy("keysight"))
             {
                 AIActor aiactor = BoxOTools.SummonAtRandomPosition("336190e29e8a4f75ab7486595b700d4a", Owner);
                 BoxOTools.AddPermanentCharm(aiactor);
                 aiactor.HandleReinforcementFallIntoRoom(0f);
             }
             else
             {
                 AIActor aiactor = BoxOTools.SummonAtRandomPosition("95ec774b5a75467a9ab05fa230c0c143", Owner);
                 BoxOTools.AddPermanentCharm(aiactor);
                 aiactor.HandleReinforcementFallIntoRoom(0f);
             }
         }
     }
 }
示例#16
0
 private void OnEnteredCombat()
 {
     if (Owner && UnityEngine.Random.value <= 0.015f)
     {
         var        KeyBulletKin = EnemyDatabase.GetOrLoadByGuid("699cd24270af4cd183d671090d8323a1");
         IntVector2?spawnPos     = Owner.CurrentRoom.GetRandomVisibleClearSpot(1, 1);
         if (spawnPos != null)
         {
             AIActor TargetActor = AIActor.Spawn(KeyBulletKin.aiActor, spawnPos.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(spawnPos.Value), true, AIActor.AwakenAnimationType.Default, true);
             PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(TargetActor.specRigidbody, null, false);
             TargetActor.HandleReinforcementFallIntoRoom(0f);
         }
     }
 }
示例#17
0
        private void Spawnhando()
        {
            //boss checker
            PlayerController owner       = (PlayerController)this.gun.CurrentOwner;
            bool             inBossFight = false;

            if (owner.CurrentRoom != null && owner.CurrentRoom.HasActiveEnemies(RoomHandler.ActiveEnemyType.All))
            {
                foreach (AIActor aiactor in owner.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All))
                {
                    if (aiactor != null && aiactor.healthHaver != null && aiactor.healthHaver.IsBoss)
                    {
                        inBossFight = true;
                    }
                }
            }

            //lichspawner
            if (inBossFight && HasSynergy)
            {
                string guid;
                if (this.gun.CurrentOwner)
                {
                    guid = "cf27dd464a504a428d87a8b2560ad40a";
                }
                else
                {
                    guid = "cf27dd464a504a428d87a8b2560ad40a";
                }

                AIActor    orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
                IntVector2?intVector    = new IntVector2?(owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
                AIActor    aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);
                aiactor.CanTargetEnemies = true;
                aiactor.CanTargetPlayers = false;
                PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                aiactor.gameObject.AddComponent <KillOnRoomClear>();
                aiactor.IsHarmlessEnemy = true;
                aiactor.CompanionOwner  = owner;
                aiactor.CanDropCurrency = false;
                aiactor.IsNormalEnemy   = true;

                aiactor.isPassable         = true;
                aiactor.IgnoreForRoomClear = true;
                aiactor.reinforceType      = AIActor.ReinforceType.Instant;
                aiactor.HandleReinforcementFallIntoRoom(0f);
            }
        }
        public void knightPlacer(PlayerController owner)
        {
            IntVector2  aim  = Vector2Extensions.ToIntVector2(owner.unadjustedAimPoint, VectorConversions.Round);
            RoomHandler room = GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(aim);

            if (room != null && room == owner.CurrentRoom && owner.IsInCombat)
            {
                AIActor orLoadByGuid = EnemyDatabase.GetOrLoadByGuid("ec8ea75b557d4e7b8ceeaacdf6f8238c");


                AIActor aiActor = AIActor.Spawn(orLoadByGuid.aiActor, owner.CenterPosition, room, true, AIActor.AwakenAnimationType.Spawn, true);
                PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiActor.specRigidbody, null, false);
                aiActor.CanTargetEnemies   = true;
                aiActor.CanTargetPlayers   = false;
                aiActor.IsHarmlessEnemy    = true;
                aiActor.CanDropCurrency    = false;
                aiActor.IgnoreForRoomClear = true;
                aiActor.MovementSpeed      = 6.1f;
                aiActor.CompanionOwner     = owner;
                aiActor.IsBuffEnemy        = true;
                aiActor.isPassable         = true;

                aiActor.gameObject.AddComponent <KillOnRoomClear>();
                aiActor.reinforceType = AIActor.ReinforceType.Instant;
                aiActor.HandleReinforcementFallIntoRoom(.1f);
                nut = aiActor;

                MindControlEffect mindControl = aiActor.gameObject.GetOrAddComponent <MindControlEffect>();
                mindControl.owner = (this.gun.CurrentOwner as PlayerController);

                aiActor.aiShooter.IsReallyBigBoy = true;

                aiActor.aiShooter.customShootCooldownPeriod = .25f;
                aiActor.Update();

                if (nut.bulletBank != null)
                {
                    AIBulletBank bulletBank = nut.bulletBank;
                    bulletBank.OnProjectileCreated = (Action <Projectile>)Delegate.Combine(bulletBank.OnProjectileCreated, new Action <Projectile>(CopperChariot.OnPostProcessProjectile));
                }
                if (nut.aiShooter != null)
                {
                    AIShooter aiShooter = nut.aiShooter;
                    aiShooter.PostProcessProjectile = (Action <Projectile>)Delegate.Combine(aiShooter.PostProcessProjectile, new Action <Projectile>(CopperChariot.OnPostProcessProjectile));
                }
            }
        }
示例#19
0
        private void OnEnemyDamaged(float damage, bool fatal, HealthHaver enemy)
        {
            PlayerController user = base.LastOwner;

            if (fatal)
            {
                if (BoxOTools.BasicRandom(0.985f))
                {
                    if (enemy != null && enemy.specRigidbody != null && enemy.aiActor != null && base.LastOwner != null)
                    {
                        switch (pick3)
                        {
                        case 1:
                            LootEngine.SpawnItem(PickupObjectDatabase.GetById(67).gameObject, enemy.specRigidbody.UnitCenter, Vector2.zero, 1f, false, true, false);
                            break;

                        case 2:
                            LootEngine.SpawnItem(PickupObjectDatabase.GetById(565).gameObject, enemy.specRigidbody.UnitCenter, Vector2.zero, 1f, false, true, false);
                            break;

                        case 3:
                            StatModifier damageboost = new StatModifier
                            {
                                statToBoost = PlayerStats.StatType.Damage,
                                amount      = 0.01f,
                                modifyType  = StatModifier.ModifyMethod.ADDITIVE
                            };
                            user.ownerlessStatModifiers.Add(damageboost);
                            user.stats.RecalculateStats(user, true, false);
                            AkSoundEngine.PostEvent("Play_OBJ_power_up_01", base.gameObject);
                            break;

                        case 4:
                            IntVector2?intVector = new IntVector2?(this.LastOwner.CurrentRoom.GetRandomVisibleClearSpot(1, 1));
                            var        BulletKin = EnemyDatabase.GetOrLoadByGuid("a446c626b56d4166915a4e29869737fd");
                            if (enemy.aiActor.EnemyGuid != "a446c626b56d4166915a4e29869737fd")
                            {
                                AIActor aiactor = AIActor.Spawn(BulletKin.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Awaken, true);
                                aiactor.HandleReinforcementFallIntoRoom(0f);
                            }
                            break;
                        }
                    }
                }
            }
        }
示例#20
0
 void SpawnAll(string[] args)
 {
     if (!ArgCount(args, 0))
     {
         return;
     }
     foreach (EnemyDatabaseEntry enemy in EnemyDatabase.Instance.Entries)
     {
         AIActor enemyPrefab = enemy?.GetPrefab <AIActor>();
         if (enemyPrefab == null)
         {
             continue;
         }
         IntVector2?targetCenter = GameManager.Instance.PrimaryPlayer.CenterPosition.ToIntVector2(VectorConversions.Floor);
         Pathfinding.CellValidator cellValidator = delegate(IntVector2 c) {
             for (int j = 0; j < enemyPrefab.Clearance.x; j++)
             {
                 for (int k = 0; k < enemyPrefab.Clearance.y; k++)
                 {
                     if (GameManager.Instance.Dungeon.data.isTopWall(c.x + j, c.y + k))
                     {
                         return(false);
                     }
                     if (targetCenter.HasValue)
                     {
                         if (IntVector2.Distance(targetCenter.Value, c.x + j, c.y + k) < 4)
                         {
                             return(false);
                         }
                         if (IntVector2.Distance(targetCenter.Value, c.x + j, c.y + k) > 20)
                         {
                             return(false);
                         }
                     }
                 }
             }
             return(true);
         };
         IntVector2?randomAvailableCell = GameManager.Instance.PrimaryPlayer.CurrentRoom.GetRandomAvailableCell(enemyPrefab.Clearance, enemyPrefab.PathableTiles, false, cellValidator);
         if (randomAvailableCell.HasValue)
         {
             AIActor aIActor = AIActor.Spawn(enemyPrefab, randomAvailableCell.Value, GameManager.Instance.PrimaryPlayer.CurrentRoom, true, AIActor.AwakenAnimationType.Default, true);
             aIActor.HandleReinforcementFallIntoRoom(0);
         }
     }
 }
        public override void OnReloadPressed(PlayerController player, Gun gun, bool bSOMETHING)
        {
            HasReloaded = false;
            AkSoundEngine.PostEvent("Stop_WPN_All", base.gameObject);
            base.OnReloadPressed(player, gun, bSOMETHING);
            // spit
            PlayerController owner = (PlayerController)this.gun.CurrentOwner;

            if (succ[0] != null)
            {
                AIActor     orLoadByGuid             = EnemyDatabase.GetOrLoadByGuid(succ[0]);
                IntVector2  intVector                = Vector2Extensions.ToIntVector2(owner.unadjustedAimPoint, (VectorConversions)2);
                RoomHandler absoluteRoomFromPosition = GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector);
                bool        flag = absoluteRoomFromPosition != null && absoluteRoomFromPosition == owner.CurrentRoom && owner.IsInCombat;
                if (flag)
                {
                    AIActor aiactor = AIActor.Spawn(orLoadByGuid.aiActor, gun.sprite.WorldBottomRight, absoluteRoomFromPosition, true, (AIActor.AwakenAnimationType.Spawn), true);
                    PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                    aiactor.CanTargetEnemies   = false;
                    aiactor.CanTargetPlayers   = true;
                    aiactor.IsHarmlessEnemy    = true;
                    aiactor.CanDropCurrency    = true;
                    aiactor.IgnoreForRoomClear = false;
                    aiactor.IsBuffEnemy        = true;
                    aiactor.isPassable         = true;
                    aiactor.reinforceType      = (AIActor.ReinforceType.Instant);
                    aiactor.HandleReinforcementFallIntoRoom(-1f);
                    aiactor.specRigidbody.AddCollisionLayerIgnoreOverride(CollisionMask.LayerToMask(CollisionLayer.PlayerHitBox, CollisionLayer.PlayerCollider));


                    Projectile projectile1 = ((Gun)ETGMod.Databases.Items[541]).DefaultModule.chargeProjectiles[0].Projectile;
                    GameObject gameObject  = SpawnManager.SpawnProjectile(projectile1.gameObject, player.CurrentGun.sprite.WorldCenter, Quaternion.Euler(0f, 0f, (player.CurrentGun == null) ? 0f : player.CurrentGun.CurrentAngle), true);
                    Projectile component   = gameObject.GetComponent <Projectile>();
                    component.baseData.damage = 150f;
                    component.baseData.force  = 800f;
                    component.baseData.speed *= 1f;

                    component.Owner = player;

                    HandlePostProcessProjectile(component);
                    succ.RemoveAt(0);
                    StartCoroutine(wait());
                }
            }
        }
示例#22
0
        private void SpawnSpectralLad(PlayerController user)
        {
            string guid;

            guid = "383175a55879441d90933b5c4e60cf6f";
            PlayerController owner        = base.LastOwner;
            AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
            IntVector2?      intVector    = new IntVector2?(base.LastOwner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
            AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);

            aiactor.CanTargetEnemies = true;
            aiactor.CanTargetPlayers = false;
            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
            aiactor.gameObject.AddComponent <KillOnRoomClear>();
            aiactor.IsHarmlessEnemy    = true;
            aiactor.IgnoreForRoomClear = true;
            aiactor.HandleReinforcementFallIntoRoom(0f);
        }
示例#23
0
        public void OnNewRoom()
        {
            List <AIActor> activeEnemies = base.Owner.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All);

            if (activeEnemies != null && (base.Owner.CurrentRoom.area.PrototypeRoomCategory != PrototypeDungeonRoom.RoomCategory.SPECIAL))
            {
                int count = activeEnemies.Count;
                for (int i = 0; i < count; i++)
                {
                    if (activeEnemies[i] && activeEnemies[i].HasBeenEngaged && activeEnemies[i].healthHaver && activeEnemies[i].IsNormalEnemy && !activeEnemies[i].healthHaver.IsDead && !activeEnemies[i].healthHaver.IsBoss && !activeEnemies[i].IsTransmogrified && activeEnemies[i].EnemyGuid != "22fc2c2c45fb47cf9fb5f7b043a70122")
                    {
                        AIActor actor2 = BoxOTools.SummonAtRandomPosition(activeEnemies[i].EnemyGuid, base.Owner);
                        actor2.CanDropCurrency        = true;
                        actor2.AssignedCurrencyToDrop = activeEnemies[i].AssignedCurrencyToDrop;
                        actor2.HandleReinforcementFallIntoRoom();
                    }
                }
            }
        }
示例#24
0
 private void HellsBells()
 {
     for (int counter = 0; counter < 3; counter++)
     {
         string guid;
         guid = "78a8ee40dff2477e9c2134f6990ef297";
         PlayerController owner        = base.Owner;
         AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
         IntVector2?      intVector    = new IntVector2?(base.Owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
         AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);
         aiactor.CanTargetEnemies = false;
         aiactor.CanTargetPlayers = true;
         PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
         aiactor.gameObject.AddComponent <KillOnRoomClear>();
         aiactor.IsHarmlessEnemy    = false;
         aiactor.IgnoreForRoomClear = true;
         aiactor.HandleReinforcementFallIntoRoom(0f);
     }
 }
示例#25
0
        public void Crewmates()
        {
            int crewtype = rng.Next(0, 40);

            if (crewtype < 13)
            {
                int type = laugh.Next(1, 2);
                if (type == 1)
                {
                    AkSoundEngine.PostEvent("Play_AGUNIM_VO_FIGHT_LAUGH_02", gameObject);
                }
                else
                {
                    AkSoundEngine.PostEvent("Play_AGUNIM_VO_FIGHT_LAUGH_01", gameObject);
                }

                PlayerController owner        = this.gun.CurrentOwner as PlayerController;
                AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid((string)guid.GetValue(crewtype));
                IntVector2?      intVector    = new IntVector2?(owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
                AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);
                aiactor.CanTargetEnemies = true;
                aiactor.CanTargetPlayers = false;
                PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                aiactor.gameObject.AddComponent <KillOnRoomClear>();
                aiactor.IsHarmlessEnemy    = true;
                aiactor.BaseMovementSpeed  = 8;
                aiactor.IgnoreForRoomClear = true;
                aiactor.HandleReinforcementFallIntoRoom(0f);
            }
            else
            {
                PlayerController player = (PlayerController)this.gun.CurrentOwner;

                if (player.PlayerHasActiveSynergy("Sharkbait hoo ha ha!"))
                {
                    Projectile shatterer  = ((Gun)ETGMod.Databases.Items[359]).DefaultModule.chargeProjectiles[0].Projectile;
                    GameObject gameObject = SpawnManager.SpawnProjectile(shatterer.gameObject, player.specRigidbody.UnitCenter, Quaternion.Euler(0f, 0f, (player.CurrentGun == null) ? 0f : player.CurrentGun.CurrentAngle));
                    Projectile component  = gameObject.GetComponent <Projectile>();
                    component.Owner = player;
                }
            }
        }
示例#26
0
 private void GuardTheTreasure()
 {
     this.random = UnityEngine.Random.Range(0.0f, 1.0f);
     if (random <= 0.1f)
     {
         string guid;
         guid = "249db525a9464e5282d02162c88e0357";
         PlayerController owner        = base.Owner;
         AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
         IntVector2?      intVector    = new IntVector2?(base.Owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
         AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, 0, true);
         aiactor.CanTargetEnemies = false;
         aiactor.CanTargetPlayers = true;
         PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
         aiactor.gameObject.AddComponent <KillOnRoomClear>();
         aiactor.IsHarmlessEnemy    = false;
         aiactor.IgnoreForRoomClear = true;
         aiactor.HandleReinforcementFallIntoRoom(0f);
     }
 }
示例#27
0
        private void OnKill(Projectile arg1, SpeculativeRigidbody arg2)
        {
            PlayerController owner = this.gun.CurrentOwner as PlayerController;
            bool             flag  = !arg2.aiActor.healthHaver.IsDead;

            if (flag)
            {
                {
                    RoomHandler    absoluteRoom = base.transform.position.GetAbsoluteRoom();
                    List <AIActor> list         = new List <AIActor>();
                    bool           flag6        = absoluteRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.RoomClear) != null;
                    if (flag6)
                    {
                        foreach (AIActor item in absoluteRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.RoomClear))
                        {
                            list.Add(item);
                        }
                    }
                    bool flag7 = list.Count > 1;
                    if (flag7)
                    {
                        bool fuckyou = (arg2.aiActor.EnemyGuid == "01972dee89fc4404a5c408d50007dad5" && arg2.aiActor.IsHarmlessEnemy);
                        if (!fuckyou)
                        {
                            string guid;
                            guid = "01972dee89fc4404a5c408d50007dad5";
                            AIActor    orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
                            IntVector2?intVector    = new IntVector2?(owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
                            AIActor    bastardman   = AIActor.Spawn(orLoadByGuid.aiActor, arg2.sprite.WorldCenter, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Spawn, true);
                            bastardman.CanTargetEnemies = true;
                            bastardman.CanTargetPlayers = false;
                            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(bastardman.specRigidbody, null, false);
                            bastardman.gameObject.AddComponent <KillOnRoomClear>();
                            bastardman.IsHarmlessEnemy    = true;
                            bastardman.IgnoreForRoomClear = true;
                            bastardman.HandleReinforcementFallIntoRoom(0f);
                        }
                    }
                }
            }
        }
示例#28
0
        private IEnumerator Summon2ndSpent()
        {
            yield return(new WaitForSeconds(UnityEngine.Random.Range(0.5f, 1.25f)));

            {
                string guid;
                guid = "e21ac9492110493baef6df02a2682a0d";
                PlayerController owner        = base.LastOwner;
                AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
                IntVector2?      intVector    = new IntVector2?(base.LastOwner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
                AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);
                aiactor.CanTargetEnemies = true;
                aiactor.CanTargetPlayers = false;
                PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                aiactor.gameObject.AddComponent <KillOnRoomClear>();
                aiactor.IsHarmlessEnemy    = true;
                aiactor.IgnoreForRoomClear = true;
                aiactor.HandleReinforcementFallIntoRoom(0f);
            }
            yield break;
        }
示例#29
0
        // Token: 0x06000364 RID: 868 RVA: 0x0001B6E0 File Offset: 0x000198E0
        private void SpawnFlesh()
        {
            bool   flag = base.Owner.HasPickupID(64);
            string guid;

            guid = "33b212b856b74ff09252bf4f2e8b8c57";
            PlayerController owner        = base.Owner;
            AIActor          orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(guid);
            IntVector2?      intVector    = new IntVector2?(base.Owner.CurrentRoom.GetRandomVisibleClearSpot(2, 2));
            AIActor          aiactor      = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);

            aiactor.CanTargetEnemies  = true;
            aiactor.CanTargetPlayers  = false;
            aiactor.HitByEnemyBullets = true;
            PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
            aiactor.gameObject.AddComponent <KillOnRoomClear>();
            aiactor.IsHarmlessEnemy    = true;
            aiActor.CompanionOwner     = this.m_owner;
            aiactor.CanDropCurrency    = false;
            aiactor.IgnoreForRoomClear = true;
            aiactor.HandleReinforcementFallIntoRoom(0f);
        }
示例#30
0
        protected override void DoEffect(PlayerController user)
        {
            AkSoundEngine.PostEvent("Play_OBJ_supplydrop_activate_01", base.gameObject);
            List <string> reinforcements = new List <string>();

            reinforcements.AddRange(BraveUtility.RandomElement(randomEnemyloadouts));

            foreach (string key in synergies.Keys)
            {
                if (user.PlayerHasActiveSynergy(key))
                {
                    reinforcements.Add(synergies[key]);
                }
            }

            foreach (string dude in reinforcements)
            {
                IntVector2?bestRewardLocation = LastOwner.CurrentRoom.GetRandomVisibleClearSpot(2, 2);
                AIActor    spawnedDude        = CompanionisedEnemyUtility.SpawnCompanionisedEnemy(user, dude, (IntVector2)bestRewardLocation, false, Color.red, 5, 2, false, true);
                spawnedDude.HandleReinforcementFallIntoRoom(0f);
            }
        }