public override void OnStartClient() { PlayerNameHook(pseudo); string message = string.Format("{0} : {1}( {2} )", name.Coloring("red"), "OnStartClient", pseudo.Coloring("blue").Bold()); Console.AddMessage(message); }
public OSMData(string osmXMLpath) { XmlTextReader xmlReader = new XmlTextReader(osmXMLpath); xmlReader.MoveToContent(); while (xmlReader.Read()) { if (xmlReader.NodeType.Equals(XmlNodeType.Element)) { switch (xmlReader.LocalName) { case "node": OSMNode n = ParseOSMNode(xmlReader); nodes.Add(n.Id, n); break; case "way": OSMWay way = ParseOSMWay(xmlReader); ways.Add(way.Id, way); break; case "relation": OSMRelation relation = ParseOSMRelation(xmlReader); relations.Add(relation.Id, relation); break; default: //ignore other nodes break; } } } UnityEngine.Debug.Log("New OSMDATA: " + nodes.Count + " Nodes " + ways.Count + " Ways " + relations.Count + " Relations"); Console.AddMessage("New OSMDATA: " + nodes.Count + " Nodes " + ways.Count + " Ways " + relations.Count + " Relations"); }
public void EngageEnemyNew(GameObject enemy) { AIController component = enemy.GetComponent <AIController>(); if (!component || component == this) { return; } if (!this.EngagedEnemies.Contains(enemy)) { this.EngagedEnemies.Add(enemy); } GameObject owner = this.StateManager.CurrentState.Owner; CharacterStats characterStat = owner.GetComponent <CharacterStats>(); if (characterStat != null) { characterStat.NotifyEngagement(enemy); } GameEventArgs gameEventArg = new GameEventArgs() { Type = GameEventType.MeleeEngaged, GameObjectData = new GameObject[] { owner } }; component.OnEvent(gameEventArg); if (FogOfWar.Instance.PointVisible(owner.transform.position) && (!IEModOptions.DisableEngagement)) // added && ((Mod_GameOptions_GameMode)GameState.Mode).DisableEngagement == 0 { Console.AddMessage(Console.Format(GUIUtils.GetTextWithLinks(100), new object[] { CharacterStats.NameColored(owner), CharacterStats.NameColored(enemy) })); } component.AddEngagedBy(owner); }
public static void BSC(string prefabName, int intIsHostile) { if (GameState.s_playerCharacter.IsMouseOnWalkMesh()) { var isHostile = intIsHostile > 0; Console.AddMessage($"Spawning ${(isHostile ? "Hostile" : "Friendly")}: ${prefabName}", Color.green); var newCreature = GameResources.LoadPrefab <UnityEngine.GameObject>(prefabName, true); if (newCreature != null) { newCreature.transform.position = GameInput.WorldMousePosition; newCreature.transform.rotation = GameState.s_playerCharacter.transform.rotation; var faction = newCreature.Component <Faction>(); faction.RelationshipToPlayer = isHostile ? Faction.Relationship.Hostile : Faction.Relationship.Neutral; faction.UnitHostileToPlayer = isHostile; var teamTag = isHostile ? "monster" : "player"; faction.CurrentTeamInstance = Team.GetTeamByTag(teamTag); var aiPackage = newCreature.Component <AIPackageController>(); aiPackage.ChangeBehavior(AIPackageController.PackageType.DefaultAI); aiPackage.InitAI(); global::CameraControl.Instance.FocusOnPoint(newCreature.transform.position); } else { global::Console.AddMessage("Failed to spawn " + prefabName + " - probably bad naming.", UnityEngine.Color.red); } } else { global::Console.AddMessage("Mouse is not on navmesh, move mouse elsewhere and try again.", UnityEngine.Color.red); } }
public static void Log(string message) { if (_Instance != null) { _Instance.AddMessage(message); } }
public static void PlayerPrefs_Delete(string name) { if (!PlayerPrefs.HasKey(name)) { Console.AddMessage("A key with this name was not found in PlayerPrefs."); } PlayerPrefs.DeleteKey(name); }
// Update is called once per frame void Update() { if ((Time.time - lapTime) > 2f) { lapTime = Time.time; Console.AddMessage(Time.time + ": Startet ConsoleTester"); } }
public static void ExtractMemorials() { string xmlPath = PathHelper.Combine(Application.dataPath, "Managed/iemod", "MemorialEntries.xml"); string xml = Resources.Load("Data/UI/BackerMemorials").ToString(); File.WriteAllText(xmlPath, xml); Console.AddMessage("Extraction: done."); }
void CmdRenamePlayer(string _pseudo) { // using syncvar from the server to rename all clients pseudo = _pseudo; string message = string.Format("{0} : {1}({2})", name.Coloring("red"), "CmdRenamePlayer", _pseudo.Coloring("blue").Bold()); Console.AddMessage(message); }
private static void ReplaceAtlas(bool state) { /* // THIS IS WHAT YOU WOULD DO if you wanted to use a custom atlas * // * // UIAtlas copy = (UIAtlas) UIAtlas.Instantiate (attackspr.atlas); * // copy.name = "Pizda"; * // attackspr.atlas = copy; * // copy.spriteMaterial = new Material(UIAtlasManager.Instance.Inventory.spriteMaterial.shader); * // copy.spriteMaterial.mainTexture = atlasTexture; * // * // copy.spriteList.Clear (); * // * // UIAtlas.Sprite sprite1 = new UIAtlas.Sprite (); * // sprite1.inner = new Rect (283, 18, 42, 42); * // sprite1.outer = new Rect (0, 0, 0, 0); * // sprite1.paddingLeft = 0; * // sprite1.paddingTop = 0; * // sprite1.paddingRight = 0; * // sprite1.paddingBottom = 0;f * // sprite1.name = "test1"; * // * // copy.spriteList.Add (sprite1); * // */// END var icon = Attack.Child("Icon"); if (state) { if (AlternateActionBarAtlas == null) { var alternateAtlas = Path.Combine(Path.Combine(Application.dataPath, "Managed/iemod/buttons"), "ActionBarAlternate.png"); if (File.Exists(alternateAtlas)) { var atlasTexture = new Texture2D(512, 256, TextureFormat.RGB24, false); var bytes = File.ReadAllBytes(alternateAtlas); atlasTexture.LoadImage(bytes); atlasTexture.name = "AlternateAtlas"; AlternateActionBarAtlas = atlasTexture; icon.Component <UISprite>().atlas.spriteMaterial.mainTexture = atlasTexture; //attack icon } else { Console.AddMessage("Couldn't read file at path: " + alternateAtlas, Color.red); } } else { icon.Component <UISprite>().atlas.spriteMaterial.mainTexture = AlternateActionBarAtlas; } } else { icon.Component <UISprite>().atlas.spriteMaterial.mainTexture = DefaultActionBarAtlas; } }
void PlayerNameHook(string hook) { //Console.AddMessage (name.Coloring("red")+" :PlayerNameHook()"); PlayerNamePlate.text = hook; name = hook; string message = string.Format("{0} : {1}({2})", name.Coloring("red"), "PlayerNameHook", hook.Coloring("blue").Bold()); Console.AddMessage(message); }
public static void DeleteIEModSettings(bool areYouSure) { if (!areYouSure) { Console.AddMessage("You need to pass 'true' if you really want to delete all settings.", Color.red); return; } IEModOptions.DeleteAllSettings(); Console.AddMessage("All settings have been deleted.", Color.green); }
/// <summary> /// Replies to the player with a specific message /// </summary> /// <param name="player"></param> /// <param name="message"></param> private static void ReplyWith(Player player, string message) { if (player.IsServer) { Console.AddMessage(message); } else { EventManager.CallEvent(new PlayerErrorEvent(player.Id, message)); } }
public static void PlayerPrefs_DeleteAll(bool confirmation) { if (!confirmation) { Console.AddMessage("You need to supply a 'true' argument if you're sure you want to clear all preferences."); return; } PlayerPrefs.DeleteAll(); Console.AddMessage("All preferences cleared. Please restart the game so that no errors occur."); }
public override void OnStartLocalPlayer() { pseudo = GameManager.Instance.LocalPlayerName; // duplicate code with playernamehook ... but... PlayerNamePlate.text = pseudo; name = pseudo; string message = string.Format("{0} : {1}( {2} )", name.Coloring("red"), "OnStartLocalPlayer", pseudo.Coloring("blue").Bold()); Console.AddMessage(message); CmdRenamePlayer(pseudo); }
/// <summary> /// Advances time by 8 hours /// Direct call to Scripts AdvanceTimeByHoursNoRest /// </summary> public static void AdvanceTime() { Scripts.AdvanceTimeByHoursNoRest(8); Stronghold stronghold = GameState.Stronghold; if (stronghold != null) { stronghold.AddTurns(1); stronghold.AdvanceOneTurn(); Console.AddMessage("Stronghold turn advanced by 1", Color.green); } }
public static void Skill(Guid character, CharacterStats.SkillType skill, int score) { CharacterStats characterStatsComponent = Scripts.GetCharacterStatsComponent(character); if (characterStatsComponent == null) { Debug.Log(string.Concat("Skill: Error - stats component not found for '", character, "'.")); return; } switch (skill) { case CharacterStats.SkillType.Stealth: { characterStatsComponent.StealthSkill = score; break; } case CharacterStats.SkillType.Athletics: { characterStatsComponent.AthleticsSkill = score; break; } case CharacterStats.SkillType.Lore: { characterStatsComponent.LoreSkill = score; break; } case CharacterStats.SkillType.Mechanics: { characterStatsComponent.MechanicsSkill = score; break; } case CharacterStats.SkillType.Survival: { characterStatsComponent.SurvivalSkill = score; break; } case CharacterStats.SkillType.Crafting: { characterStatsComponent.CraftingSkill = score; break; } } Console.AddMessage(string.Concat(new object[] { characterStatsComponent.name, "'s ", skill, " is now ", score.ToString() })); }
private void add_TrySwitchingToOtherWeapon() { try { var ownerPartyMemberAI = this.Owner?.GetComponent <PartyMemberAI>(); if (!ownerPartyMemberAI) { return; // attacker isn't a party member, ignore } var ownerEquipment = this.Owner.GetComponent <Equipment>(); var ownerCurItems = ownerEquipment?.CurrentItems; if (ownerCurItems == null || ownerCurItems.PrimaryWeapon == null || ownerCurItems.SelectedWeaponSet <= 0) { return; // owner doesn't have primary weapon OR currently equipped set is first one, ignore } var ownerPrimaryAttack = ownerCurItems.PrimaryWeapon.GetComponent <AttackBase>(); if (ownerPrimaryAttack != this) { return; // owner's current weapon is not what caused the attack, ignore } // find potential candidate for weapon switch (should be another ranged weapon that is either non-reloadable or already loaded) for (int i = ownerCurItems.SelectedWeaponSet - 1; i >= 0; --i) { var candidateWeapon = ownerCurItems.AlternateWeaponSets[i]?.PrimaryWeapon; var candidateAttack = candidateWeapon?.GetComponent <AttackRanged>(); if (!candidateAttack) { continue; } var candidateFirearm = candidateAttack as AttackFirearm; if (candidateFirearm != null && candidateFirearm.RequiresReload) { continue; // skip firearms that need reloading } // found one! Console.AddMessage($"{CharacterStats.NameColored(this.Owner)} switches to {candidateWeapon.Name} (weapon set {i + 1})!"); ownerEquipment.SelectWeaponSet(i, true); break; } } catch (Exception e) { Console.AddMessage($"Gunslinger::TrySwitchingToOtherWeapon: exception {e.Message}", e.StackTrace); } }
public static void ImportStats(string fileName) { // Load document XmlDocument doc = new XmlDocument(); string xmlPath = PathHelper.Combine(Application.dataPath, "Managed/iemod/customStats", (fileName + ".xml")); try { doc.Load(xmlPath); } catch (FileNotFoundException e) { Console.AddMessage("File not found"); return; } // Retrieve all CharStats in current game CharacterStats[] characterStatsArray = UnityEngine.Object.FindObjectsOfType <CharacterStats>(); foreach (XmlNode node in doc.DocumentElement) { string npcName = node.Attributes[0].Value; //Find Character sheet associated with that name, heavily insipired by the orignial FindCharacter command for (int i = 0; i < (int)characterStatsArray.Length; i++) { CharacterStats characterStat = characterStatsArray[i]; if (characterStat.name.ToLower().Contains(npcName.ToLower()) || CharacterStats.Name(characterStat).ToLower().Contains(npcName.ToLower())) { // Switch stats arround accordingly characterStat.BaseMight = int.Parse(node["Might"].InnerText); characterStat.BaseConstitution = int.Parse(node["Constitution"].InnerText); characterStat.BaseDexterity = int.Parse(node["Dexterity"].InnerText); characterStat.BasePerception = int.Parse(node["Perception"].InnerText); characterStat.BaseIntellect = int.Parse(node["Intellect"].InnerText); characterStat.BaseResolve = int.Parse(node["Resolve"].InnerText); // Display change in console... Mostly for testing and paranoia Console.AddMessage(string.Concat(new string[] { characterStat.name, "'s stats have been imported from ", fileName })); // Break out of inner loop once that NPC has been adjusted... ugly but probably quicker than anything else I know.... break; } } } }
private void add_TrySwitchingToFirearm(GameObject owner) { try { if (owner == null) { return; } var ownerEquipment = owner.GetComponent <Equipment>(); var ownerCurItems = ownerEquipment?.CurrentItems; var ownerCurAttack = ownerCurItems?.PrimaryWeapon?.GetComponent <AttackRanged>(); if (ownerCurAttack == null) { return; // current weapon is not a ranged one, ignore } // find potential candidate for weapon switch (last weapon in "firearm chain" starting from next weapon) int switchTo = ownerCurItems.SelectedWeaponSet; for (int i = ownerCurItems.SelectedWeaponSet + 1; i < ownerCurItems.AlternateWeaponSets.Length; ++i) { if (!ownerCurItems.AlternateWeaponSets[i]?.PrimaryWeapon?.GetComponent <AttackFirearm>()) { break; // chain is broken, stop } switchTo = i; } if (switchTo != ownerCurItems.SelectedWeaponSet) { // found something to switch to! var betterWeapon = ownerCurItems.AlternateWeaponSets[switchTo].PrimaryWeapon; Console.AddMessage($"{CharacterStats.NameColored(owner)} switches to {betterWeapon.Name} (weapon set {switchTo + 1})!"); ownerEquipment.SelectWeaponSet(switchTo, true); } } catch (Exception e) { Console.AddMessage($"Gunslinger::TrySwitchingToFirearm: exception {e.Message}", e.StackTrace); } }
private void add_FixUpTableDrift() { // we only care about "big" tooltip (one appearing in top-left corner in combat) if (this != UIMapTooltipManager.Instance.BigTooltip || this.HealthLabel.alpha <= 0f) { return; } try { // table doesn't position elements correctly if health text is the widest element // for some reason (didn't find the root cause yet), all elements will move by +0.25 every other frame, and HealthLabel (which is child of the first table entry) will move by -0.25 // this causes ugly drift // in normal cases (health is not the widest thing), all left-aligned elements will be offset by 20 // for now, fix it via an ugly hack var elements = this.Table.children; // first element is an intermediate object that contains HealthLabel // when it is the widest element, it will "drift", like the rest; however, this is compensated by the HealthLabel's drift // we still want to stop it, since it causes ugly jittering of the text (due to floating-point inaccuracies, I think) var hpPos = elements[0].localPosition; var hcPos = HealthLabel.cachedTransform.localPosition; hpPos.x += hcPos.x; hcPos.x = 0f; elements[0].localPosition = hpPos; HealthLabel.cachedTransform.localPosition = hcPos; // force reposition the remaining elements to the left border for (int i = 1; i < elements.Count; ++i) { var localPos = elements[i].localPosition; localPos.x = 20f; elements[i].localPosition = localPos; } } catch (Exception e) { Console.AddMessage($"BetterTooltip: fixup exception {e.Message}", e.StackTrace); } }
void GpibAddress_SelectionChangeCommitted(object sender, EventArgs e) { if (SelectPrologix.Checked) { try { if (!ComPort.IsOpen) { ComPort.Open(); } ControllerCommand(AddressCommand, GpibAddress.SelectedItem.ToString()); } catch (Exception ex) { Console.AddMessage(ex.Message); } } else { throw new NotImplementedException(); } }
void Update() { if (playerGO != null) { Vector3 playerPosition = playerGO.transform.position; float tileUnityWidth = (float)(TileWidth * Scaling); currentTileIndex[0] = Mathf.RoundToInt(playerPosition.x / (tileUnityWidth)); currentTileIndex[1] = Mathf.RoundToInt(playerPosition.z / (tileUnityWidth)); //Debug.Log("x: " + currentTileIndex[0].ToString() + " y: " + currentTileIndex[1].ToString()); if (!tiles.ContainsKey(currentTileIndex[0] + ":" + currentTileIndex[1])) { Console.AddMessage("Creating new Tile: " + currentTileIndex.ToString() + " with LOD" + LOD); Tile newTile = Tile.CreateTileGO(currentTileIndex[0], currentTileIndex[1], LOD); tiles.Add(currentTileIndex[0] + ":" + currentTileIndex[1], newTile); newTile.StartQuery(); } } }
public static void ToggleWalkMode() { if (UIWindowManager.KeyInputAvailable) { if (GameInput.GetControlUp(MappedControl.Deprecated_CHANT_EDITOR)) { WalkMode = !WalkMode; string msg; Color color; if (WalkMode) { msg = "It is a nice day for a walk"; color = Color.green; } else { msg = "Time to move. We can sight see later!"; color = Color.red; } Console.AddMessage(msg, color); } } }
public void DownloadOSMString() { try { Console.AddMessage("Webclient"); WebClient client = new WebClient(); UnityEngine.Debug.Log(URL + string.Format(querystring, boundingBox.ToQLString())); string url = URL + string.Format(querystring, boundingBox.ToQLString()); client.Encoding = Encoding.UTF8; client.DownloadStringCompleted += ParseOSMXml; client.DownloadStringAsync(new Uri(url)); } catch (WebException e) { UnityEngine.Debug.Log("i got this exception: " + e.Message); //retry--; //if (retry > 0) //{ UnityEngine.Debug.Log("retry... ");// + retry); DownloadOSMString(); //} } }
public static void ResetCustomUI() { IEModOptions.Layout = UICustomizer.DefaultLayout.Clone(); IEModOptions.SaveToPrefs(); Console.AddMessage("Successfuly reset the UI to default."); }
public override void PreStartClient() { Console.AddMessage(name.Coloring("red") + " :PreStartClient()"); }
public override void OnStartServer() { Console.AddMessage(name.Coloring("red") + " :OnStartServer()"); }
public OSMData(XmlDocument doc) { XmlNodeList xmlNodes = doc.GetElementsByTagName("node"); XmlNodeList xmlWays = doc.GetElementsByTagName("way"); XmlNodeList xmlRelations = doc.GetElementsByTagName("relation"); long id; float longitude; float latitude; foreach (XmlNode node in xmlNodes) { if (!long.TryParse(node.Attributes["id"].Value, out id)) { continue; } if (!float.TryParse(node.Attributes["lon"].Value, out longitude)) { continue; } if (!float.TryParse(node.Attributes["lat"].Value, out latitude)) { continue; } OSMNode n = new OSMNode(id, latitude, longitude); nodes.Add(id, n); XmlNodeList childNodes = node.ChildNodes; foreach (XmlNode tagNode in childNodes) { if (tagNode.Name == "tag") { n.Tags.Add(tagNode.Attributes["k"].Value, tagNode.Attributes["v"].Value); } } } foreach (XmlNode wayNode in xmlWays) { if (!long.TryParse(wayNode.Attributes["id"].Value, out id)) { continue; } OSMWay way = new OSMWay(id); ways.Add(id, way); XmlNodeList childNodes = wayNode.ChildNodes; foreach (XmlNode childNode in childNodes) { if (childNode.Name == "nd") { long referenceId; if (long.TryParse(childNode.Attributes["ref"].Value, out referenceId)) { way.WayNodes.Add(referenceId); } } if (childNode.Name == "tag") { way.Tags.Add(childNode.Attributes["k"].Value, childNode.Attributes["v"].Value); } } } foreach (XmlNode relNode in xmlRelations) { if (!long.TryParse(relNode.Attributes["id"].Value, out id)) { continue; } OSMRelation relation = new OSMRelation(id); relations.Add(id, relation); XmlNodeList childNodes = relNode.ChildNodes; foreach (XmlNode childNode in childNodes) { if (childNode.Name == "member") { if (!long.TryParse(childNode.Attributes["ref"].Value, out id)) { continue; } relation.Members.Add(new OSMMember(childNode.Attributes["type"].Value, id, childNode.Attributes["role"].Value)); } if (childNode.Name == "tag") { relation.Tags.Add(childNode.Attributes["k"].Value, childNode.Attributes["v"].Value); } } } Console.AddMessage("New OSMDATA: " + nodes.Count + " Nodes " + ways.Count + " Ways " + relations.Count + " Relations"); }
// Update is called once per frame void Start() { Console.AddMessage("Console ".Coloring("red") + "Start...".Coloring("green")); }