private void UpdateWeaponUsage(GravityGun gun) { var botBehaviorSet = Player.GetBotBehaviorSet(); if (GetNeareastObject(gun) == null || m_state == State.Cooldown) { // the old solution was to set ammo to 0 to disable using this gun. But the bot // will always sheathe weapon when running out of ammo and switch back, which // is very slow and distracting // Forbidden bot to use ranged weapon for a while will not make it switch weapon back and forth if (botBehaviorSet.RangedWeaponUsage) { botBehaviorSet.RangedWeaponUsage = false; Player.SetBotBehaviorSet(botBehaviorSet); } } else { if (!botBehaviorSet.RangedWeaponUsage) { botBehaviorSet.RangedWeaponUsage = true; Player.SetBotBehaviorSet(botBehaviorSet); } } }
private int GetCurrentAmmo(GravityGun gun) { return(gun.Type == WeaponItemType.Rifle ? Player.CurrentPrimaryWeapon.CurrentAmmo : Player.CurrentSecondaryWeapon.CurrentAmmo); }
private void Awake() { movement = GetComponent <Movement>(); mainCamera = Camera.main.GetComponent <Camera>(); levelController = levelObj.GetComponent <LevelController>(); gravityGun = GetComponent <GravityGun>(); playerAudioController = GetComponent <PlayerAudioController>(); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { GravityGun gravityGun = other.GetComponentInChildren <GravityGun>(); gravityGun.PowerUp(); Destroy(this.gameObject); } }
private IObject GetNeareastObject(GravityGun gun) { if (ScriptHelper.IsElapsed(m_checkNeareastObjectTime, 30)) { m_checkNeareastObjectTime = Game.TotalElapsedGameTime; m_neareastObject = SearchNearestObject(gun); } return(m_neareastObject); }
private void Awake() { instance = this; carryCapacity = pickups.Length; playerStart = transform.position; cam = GetComponentInChildren <Camera>().transform; ps_meshOutline.transform.localScale = smallScale; }
private IObject SearchNearestObject(GravityGun gun) { var holdPosition = gun.GetHoldPosition(false); var filterArea = ScriptHelper.GrowFromCenter( holdPosition + Vector2.UnitX * Player.FacingDirection * GravityGun.Range / 2, GravityGun.Range); IObject nearestObject = null; foreach (var obj in Game.GetObjectsByArea(filterArea)) { var rangeLimit = GetRangeLimit(); var objPosition = obj.GetWorldPosition(); if (ScriptHelper.IsDynamicObject(obj) && !GravityGun.Blacklist.Contains(obj.Name) && ScriptHelper.IntersectCircle(obj.GetAABB(), holdPosition, GravityGun.Range, rangeLimit[0], rangeLimit[1]) && !GetMimimumRange().Intersects(obj.GetAABB()) && (nearestObject == null || Rank(nearestObject, obj) == 1)) { var rcInput = new RayCastInput() { ClosestHitOnly = true, FilterOnMaskBits = true, MaskBits = CategoryBits.StaticGround, }; var results = Game.RayCast(holdPosition, objPosition, rcInput); if (results.Count() > 0 && results.First().HitObject != null) { var result = results.First(); var closestStaticObjPosition = result.Position; if (Vector2.DistanceSquared(holdPosition, objPosition) < Vector2.DistanceSquared(holdPosition, closestStaticObjPosition)) { nearestObject = obj; } } else { nearestObject = obj; } } } return(nearestObject); }
private bool MaybeLockTarget(GravityGun gun, IObject obj) { if (m_aimDirection == Vector2.Zero) { m_aimDirection = Player.AimVector; return(false); // init } if (ScriptHelper.IsElapsed(m_aimCheckTime, 15)) { var aimDirection = Player.AimVector; if (Math.Abs(ScriptHelper.GetAngle(aimDirection) - ScriptHelper.GetAngle(m_aimDirection)) < MathExtension.OneDeg) { return(true); } m_aimDirection = aimDirection; m_aimCheckTime = Game.TotalElapsedGameTime; } return(false); }
private bool IsObjectInRange(GravityGun gun, IObject obj) { var holdPosition = gun.GetHoldPosition(false); var rcInput = new RayCastInput() { MaskBits = (ushort)(gun.IsSupercharged ? CategoryBits.Dynamic + CategoryBits.Player : CategoryBits.Dynamic), FilterOnMaskBits = true, }; var results = Game.RayCast(holdPosition, holdPosition + Player.AimVector * GravityGun.Range, rcInput); Game.DrawLine(holdPosition, holdPosition + Player.AimVector * GravityGun.Range); foreach (var result in results) { if (result.ObjectID == obj.UniqueID) { return(true); } } return(false); }
private bool IsPlayerInRange(GravityGun gun, IPlayer player) { if (player == null) { return(false); } var holdPosition = gun.GetHoldPosition(false); var rcInput = new RayCastInput() { MaskBits = CategoryBits.Player, FilterOnMaskBits = true, }; var results = Game.RayCast(Bot.Position, Bot.Position + Player.AimVector * GravityGun.Range * 4, rcInput); foreach (var result in results) { if (result.ObjectID == player.UniqueID) { return(true); } } return(false); }
public void Initialize(GravityGun gun) { _gun = gun; _collectedVoxels = new List <VoxelManager>(); }
// Start is called before the first frame update void Start() { GG = GameObject.FindWithTag("Player").GetComponent <GravityGun>(); }
// Use this for initialization void Start() { gravityGun = GameObject.FindGameObjectWithTag("Player").GetComponent <GravityGun>(); movement = GameObject.FindGameObjectWithTag("Feet").GetComponent <TestMovement>(); rotateGun = GameObject.FindGameObjectWithTag("Gun").GetComponent <RotateGun>(); }
// Use this for initialization void Start() { movement = (Movement)movementController.GetComponent("MovementImpl"); menu = (Menu)menuController.GetComponent("MenuImpl"); gravityGun = (GravityGun)this.GetComponent("GravityGunImpl"); }
public void Update(float elapsed, GravityGun gun) { if (Constants.IS_ME_ALONE) { m_debugText.SetWorldPosition(Player.GetWorldPosition()); m_debugText.SetText(ScriptHelper.ToDisplayString(m_state + "\n", Player.IsInputEnabled + "\n", Player.GetBotBehaviorSet().RangedWeaponUsage + "\n", GetNeareastObject(gun) == null)); } else { Bot.LogDebug(m_state, Player.IsInputEnabled, Player.GetBotBehaviorSet().RangedWeaponUsage); } if (m_state == State.Normal || m_state == State.Cooldown) { // Trick the bot to use this weapon only when there are objects around // and stop using it when there is nothing to shoot with UpdateWeaponUsage(gun); } else { m_timeout += elapsed; if (m_timeout >= 3000f) { Stop("State timeout"); } if (Player.IsStaggering || Player.IsStunned || !Player.IsOnGround || Player.IsBurningInferno) { Stop("Player is stunned"); } } if (Game.IsEditorTest) { var o = GetNeareastObject(gun); if (o != null) { Game.DrawArea(o.GetAABB(), Color.Red); } if (NearestObject != null) { Game.DrawArea(NearestObject.GetAABB(), Color.Magenta); } foreach (var p in SearchedEnemies) { Game.DrawArea(p.GetAABB(), Color.Cyan); } if (m_targetEnemy != null) { Game.DrawArea(m_targetEnemy.GetAABB(), Color.Green); } Game.DrawArea(DangerArea, Color.Red); Game.DrawCircle(gun.GetHoldPosition(false), GravityGun.Range); Game.DrawArea(GetMimimumRange(), Color.Cyan); } //ScriptHelper.Stopwatch(() => //{ switch (m_state) { case State.Normal: { if (!ScriptHelper.IsElapsed(m_stateDelay, 30)) { break; } m_stateDelay = Game.TotalElapsedGameTime; if (EnemiesNearby()) { if (!Player.IsInputEnabled) { Player.SetInputEnabled(true); } break; } var enemies = SearchedEnemies; if (enemies.Count() > 0 && NearestObject == null) { NearestObject = gun.IsSupercharged ? enemies.First() : GetNeareastObject(gun); } if (NearestObject != null && !m_executeOnce && Player.IsOnGround && !Player.IsStaggering && !Player.IsStunned && !Player.IsHoldingPlayerInGrab) { Player.SetInputEnabled(false); if (Player.CurrentWeaponDrawn != gun.Type) { if (gun.Type == WeaponItemType.Rifle) { Player.AddCommand(new PlayerCommand(PlayerCommandType.DrawRifle)); } if (gun.Type == WeaponItemType.Handgun) { Player.AddCommand(new PlayerCommand(PlayerCommandType.DrawHandgun)); } ChangeState(State.Drawing); break; } if (GetCurrentAmmo(gun) == 0) { Player.AddCommand(new PlayerCommand(PlayerCommandType.Reload)); ChangeState(State.Reloading); break; } Player.AddCommand(new PlayerCommand(PlayerCommandType.StartAimAtPrecise, NearestObject.UniqueID)); m_executeOnce = true; } if (NearestObject != null && Player.CurrentWeaponDrawn == gun.Type && GetCurrentAmmo(gun) > 0) { ChangeState(State.AimingTargetedObject); } break; } case State.Drawing: { if (!Player.IsDrawingWeapon) { ChangeState(State.Normal); } break; } case State.Reloading: { if (!Player.IsReloading) { ChangeState(State.Normal); } break; } case State.AimingTargetedObject: { var rangeLimit = GetRangeLimit(); var holdPosition = gun.GetHoldPosition(false); if (NearestObject.IsRemoved || !ScriptHelper.IntersectCircle(NearestObject.GetAABB(), holdPosition, GravityGun.Range, rangeLimit[0], rangeLimit[1])) { Stop("NearestObject not in range"); break; } if (Player.IsManualAiming && MaybeLockTarget(gun, NearestObject) && IsObjectInRange(gun, NearestObject)) { gun.PickupObject(); ChangeState(State.Retrieving); } break; } case State.Retrieving: { if (gun.TargetedObject == null || IsObjectStuck(gun.TargetedObject)) { Stop(gun.TargetedObject == null ? "TargetedObject = null" : "TargetedObject is stuck"); break; } if (gun.IsTargetedObjectStabilized && gun.TargetedObject.GetLinearVelocity().Length() < 1) { var enemies = SearchedEnemies; if (enemies.Count() > 0 || m_nearestObjectIsPlayer) { if (enemies.Count() > 1 && m_nearestObjectIsPlayer) { foreach (var enemy in enemies) { if (enemy.UniqueID != NearestObject.UniqueID) { m_targetEnemy = enemy; break; } } } else if (enemies.Count() > 0) { m_targetEnemy = enemies.First(); } if (m_targetEnemy != null) { Player.AddCommand(new PlayerCommand(PlayerCommandType.StartAimAtPrecise, m_targetEnemy.UniqueID)); } ChangeState(State.AimingEnemy); var botBehaviorSet = Player.GetBotBehaviorSet(); m_shootDelayTimeThisTurn = RandomHelper.Between( botBehaviorSet.RangedWeaponPrecisionAimShootDelayMin, botBehaviorSet.RangedWeaponPrecisionAimShootDelayMax); } else { Stop("No enemies to shoot"); } } break; } case State.AimingEnemy: { if (gun.TargetedObject == null || m_targetEnemy != null && (m_targetEnemy.IsDead || m_targetEnemy.IsRemoved)) { Stop(gun.TargetedObject == null ? "Already Shot" : "Enemy already dead"); break; } if (IsPlayerInRange(gun, m_targetEnemy) || m_nearestObjectIsPlayer) { m_shootDelayTime += elapsed; if (m_shootDelayTime >= m_shootDelayTimeThisTurn) { if (!m_nearestObjectIsPlayer && NearestObject.GetLinearVelocity().Length() < 1 || m_nearestObjectIsPlayer) { Player.AddCommand(new PlayerCommand(PlayerCommandType.AttackOnce)); m_shootDelayTime = 0f; } } } break; } case State.Cooldown: { if (ScriptHelper.IsElapsed(m_cooldownTime, CooldownTime)) { ChangeState(State.Normal); } break; } } // return m_state.ToString(); //}); }
public override void Start() { try { ETGModConsole.Log("Once More Into The Breach started initialising..."); //Rooms ZipFilePath = this.Metadata.Archive; FilePath = this.Metadata.Directory + "/rooms"; ModName = this.Metadata.Name; //Tools and Toolboxes StaticReferences.Init(); ExoticPlaceables.Init(); DungeonHandler.Init(); Tools.Init(); ShrineFakePrefabHooks.Init(); ShrineFactory.Init(); OldShrineFactory.Init(); FakePrefabHooks.Init(); ItemBuilder.Init(); CharApi.Init("nn"); CustomClipAmmoTypeToolbox.Init(); EnemyTools.Init(); NpcApi.Hooks.Init(); EnemyAPI.Hooks.Init(); SaveAPIManager.Setup("nn"); AudioResourceLoader.InitAudio(); CurseManager.Init(); ETGModMainBehaviour.Instance.gameObject.AddComponent <GlobalUpdate>(); ETGModMainBehaviour.Instance.gameObject.AddComponent <CustomDarknessHandler>(); GameOfLifeHandler.Init(); //ETGModMainBehaviour.Instance.gameObject.AddComponent<GameOfLifeHandler>(); //ETGModConsole.Log(Assembly.GetExecutingAssembly().FullName); //Challenges Challenges.Init(); //Hooks n Shit PlayerToolsSetup.Init(); EnemyHooks.InitEnemyHooks(); CompanionisedEnemyUtility.InitHooks(); MiscUnlockHooks.InitHooks(); FloorAndGenerationToolbox.Init(); PedestalHooks.Init(); ExplosionHooks.Init(); ChestToolbox.Inithooks(); UIHooks.Init(); ComplexProjModBeamCompatibility.Init(); ReloadBreachShrineHooks.Init(); metadata = this.Metadata; //VFX Setup VFXToolbox.InitVFX(); EasyVFXDatabase.Init(); //Needs to occur before goop definition ShadeFlightHookFix.Init(); //Status Effect Setup StaticStatusEffects.InitCustomEffects(); PlagueStatusEffectSetup.Init(); Confusion.Init(); //Goop Setup EasyGoopDefinitions.DefineDefaultGoops(); DoGoopEffectHook.Init(); //Commands and Other Console Utilities Commands.Init(); //Hats HatUtility.NecessarySetup(); HatDefinitions.Init(); //Gamemodes AllJammedState.Init(); JammedChests.Init(); //Exotic Object Shit //VFX LockdownStatusEffect.Initialise(); //Testing / Debug Items ActiveTestingItem.Init(); PassiveTestingItem.Init(); BulletComponentLister.Init(); ObjectComponentLister.Init(); //-----------------------------------------------------ITEMS GET INITIALISED #region ItemInitialisation //Character Starters ShadeHand.Init(); ShadeHeart.Init(); //Egg Salad and Prima Bean can go here, because they were the first EggSalad.Init(); PrimaBean.Init(); //Bullet modifiers BashingBullets.Init(); TitanBullets.Init(); MistakeBullets.Init(); FiftyCalRounds.Init(); UnengravedBullets.Init(); EngravedBullets.Init(); HardReloadBullets.Init(); NitroBullets.Init(); SupersonicShots.Init(); GlassRounds.Init(); Junkllets.Init(); BloodthirstyBullets.Init(); CleansingRounds.Init(); HallowedBullets.Init(); PromethianBullets.Init(); EpimethianBullets.Init(); RandoRounds.Init(); IngressBullets.Init(); //Unfinished HematicRounds.Init(); FullArmourJacket.Init(); MirrorBullets.Init(); CrowdedClip.Init(); BashfulShot.Init(); OneShot.Init(); BulletBullets.Init(); AntimatterBullets.Init(); SpectreBullets.Init(); Tabullets.Init(); TierBullets.Init(); //Unfinished BombardierShells.Init(); GildedLead.Init(); DemoterBullets.Init(); Voodoollets.Init(); TracerRound.Init(); EndlessBullets.Init(); HellfireRounds.Init(); Birdshot.Init(); Unpredictabullets.Init(); WarpBullets.Init(); BulletsWithGuns.Init(); LaserBullets.Init(); BalancedBullets.Init(); //Unfinished WoodenBullets.Init(); ComicallyGiganticBullets.Init(); //Excluded KnightlyBullets.Init(); EmptyRounds.Init(); LongswordShot.Init(); DrillBullets.Init(); FoamDarts.Init(); BatterBullets.Init(); ElectrumRounds.Init(); BreachingRounds.Init(); MagnetItem.Init(); EargesplittenLoudenboomerRounds.Init(); TheShell.Init(); //Status Effect Bullet Mods SnailBullets.Init(); LockdownBullets.Init(); PestiferousLead.Init(); Shrinkshot.Init(); //Volley Modifying Bullet Mods Splattershot.Init(); BackwardsBullets.Init(); CrossBullets.Init(); ShadeShot.Init(); //Insta-Kill Bullet Modifiers MinersBullets.Init(); AntimagicRounds.Init(); AlkaliBullets.Init(); ShutdownShells.Init(); ERRORShells.Init(); OsteoporosisBullets.Init(); //NonBullet Stat Changers MicroAIContact.Init(); LuckyCoin.Init(); IronSights.Init(); Lewis.Init(); MysticOil.Init(); VenusianBars.Init(); NumberOneBossMug.Init(); LibramOfTheChambers.Init(); OrganDonorCard.Init(); GlassGod.Init(); ChaosRuby.Init(); BlobulonRage.Init(); OverpricedHeadband.Init(); GunslingerEmblem.Init(); MobiusClip.Init(); ClipOnAmmoPouch.Init(); JawsOfDefeat.Init(); //Armour ArmourBandage.Init(); GoldenArmour.Init(); ExoskeletalArmour.Init(); PowerArmour.Init(); ArmouredArmour.Init(); //Consumable Givers LooseChange.Init(); SpaceMetal.Init(); //Blank Themed Items TrueBlank.Init(); FalseBlank.Init(); SpareBlank.Init(); OpulentBlank.Init(); GrimBlanks.Init(); NNBlankPersonality.Init(); Blombk.Init(); Blankh.Init(); //Key Themed Items BlankKey.Init(); SharpKey.Init(); SpareKey.Init(); KeyChain.Init(); KeyBullwark.Init(); KeyBulletEffigy.Init(); FrostKey.Init(); ShadowKey.Init(); Keygen.Init(); CursedTumbler.Init(); //Ammo Box Themed Items TheShellactery.Init(); BloodyAmmo.Init(); MengerAmmoBox.Init(); AmmoTrap.Init(); //Boxes and Stuff BloodyBox.Init(); MaidenShapedBox.Init(); Toolbox.Init(); PocketChest.Init(); DeliveryBox.Init(); Wonderchest.Init(); //Heart themed items HeartPadlock.Init(); Mutagen.Init(); ForsakenHeart.Init(); HeartOfGold.Init(); GooeyHeart.Init(); ExaltedHeart.Init(); CheeseHeart.Init(); TinHeart.Init(); //Chambers BarrelChamber.Init(); GlassChamber.Init(); FlameChamber.Init(); Recyclinder.Init(); Nitroglycylinder.Init(); SpringloadedChamber.Init(); WitheringChamber.Init(); HeavyChamber.Init(); CyclopeanChamber.Init(); //Table Techs TableTechTable.Init(); TableTechSpeed.Init(); TableTechInvulnerability.Init(); TableTechAmmo.Init(); TableTechGuon.Init(); TableTechNology.Init(); UnsTableTech.Init(); //Guon Stones WoodGuonStone.Init(); YellowGuonStone.Init(); GreyGuonStone.Init(); GoldGuonStone.Init(); BrownGuonStone.Init(); CyanGuonStone.Init(); IndigoGuonStone.Init(); SilverGuonStone.Init(); MaroonGuonStone.Init(); UltraVioletGuonStone.Init(); InfraredGuonStone.Init(); RainbowGuonStone.Init(); KaleidoscopicGuonStone.Init(); GuonBoulder.Init(); BloodglassGuonStone.Init(); //Ammolets GlassAmmolet.Init(); WickerAmmolet.Init(); FuriousAmmolet.Init(); SilverAmmolet.Init(); IvoryAmmolet.Init(); KinAmmolet.Init(); Autollet.Init(); Keymmolet.Init(); Ammolock.Init(); HepatizonAmmolet.Init(); BronzeAmmolet.Init(); PearlAmmolet.Init(); NeutroniumAmmolet.Init(); Shatterblank.Init(); // Boots CycloneCylinder.Init(); BootLeg.Init(); BlankBoots.Init(); BulletBoots.Init(); //Bracelets and Jewelry DiamondBracelet.Init(); PearlBracelet.Init(); PanicPendant.Init(); GunknightAmulet.Init(); AmuletOfShelltan.Init(); //Rings RingOfOddlySpecificBenefits.Init(); FowlRing.Init(); RingOfAmmoRedemption.Init(); RiskyRing.Init(); WidowsRing.Init(); ShadowRing.Init(); RingOfInvisibility.Init(); //Holsters BlackHolster.Init(); TheBeholster.Init(); HiveHolster.Init(); ShoulderHolster.Init(); ArtilleryBelt.Init(); BulletShuffle.Init(); //Companions MolotovBuddy.Init(); BabyGoodChanceKin.Init(); Potty.Init(); Peanut.Init(); DarkPrince.Init(); Diode.Init(); DroneCompanion.Init(); GregTheEgg.Init(); FunGuy.Init(); BabyGoodDet.Init(); AngrySpirit.Init(); Gusty.Init(); ScrollOfExactKnowledge.Init(); LilMunchy.Init(); //Potions / Jars SpeedPotion.Init(); LovePotion.Init(); HoneyPot.Init(); ChemicalBurn.Init(); WitchsBrew.Init(); Nigredo.Init(); Albedo.Init(); Citrinitas.Init(); Rubedo.Init(); HoleyWater.Init(); //Remotes ReinforcementRadio.Init(); //Medicine BloodThinner.Init(); BoosterShot.Init(); ShotInTheArm.Init(); //Knives and Blades DaggerOfTheAimgel.Init(); CombatKnife.Init(); Bayonet.Init(); //Books BookOfMimicAnatomy.Init(); KalibersPrayer.Init(); GunidaeSolvitHaatelis.Init(); //Maps MapFragment.Init(); TatteredMap.Init(); //Clothing CloakOfDarkness.Init(); TimeFuddlersRobe.Init(); //Eyes CartographersEye.Init(); BloodshotEye.Init(); ShadesEye.Init(); KalibersEye.Init(); //Hands Lefthandedness.Init(); NecromancersRightHand.Init(); //Bombs InfantryGrenade.Init(); DiceGrenade.Init(); //True Misc Lvl2Molotov.Init(); GoldenAppleCore.Init(); AppleCore.Init(); AppleActive.Init(); LibationtoIcosahedrax.Init(); //Unfinished BagOfHolding.Init(); ItemCoupon.Init(); IdentityCrisis.Init(); LiquidMetalBody.Init(); GunGrease.Init(); BomberJacket.Init(); DragunsScale.Init(); GTCWTVRP.Init(); BlightShell.Init(); BulletKinPlushie.Init(); Kevin.Init(); PurpleProse.Init(); RustyCasing.Init(); HikingPack.Init(); GunpowderPheromones.Init(); GunsmokePerfume.Init(); Pestilence.Init(); ElevatorButton.Init(); Bullut.Init(); GSwitch.Init(); FaultyHoverboots.Init(); //Unfinished AcidAura.Init(); HornedHelmet.Init(); RocketMan.Init(); Roulette.Init(); //Unfinished FinishedBullet.Init(); ChanceKinEffigy.Init(); MagickeCauldron.Init(); Bombinomicon.Init(); ClaySculpture.Init(); GracefulGoop.Init(); MrFahrenheit.Init(); MagicQuiver.Init(); FocalLenses.Init(); MagicMissile.Init(); AmberDie.Init(); ObsidianPistol.Init(); Showdown.Init(); LootEngineItem.Init(); Ammolite.Init(); PortableHole.Init(); CardinalsMitre.Init(); GunjurersBelt.Init(); GoomperorsCrown.Init(); ChemGrenade.Init(); EightButton.Init(); TitaniumClip.Init(); PaperBadge.Init(); Permafrost.Init(); GlassShard.Init(); EqualityItem.Init(); BitBucket.Init(); Eraser.Init(); TackShooter.Init(); Moonrock.Init(); Telekinesis.Init(); TabletOfOrder.Init(); LeadSoul.Init(); LeadOfLife.Init(); AWholeBulletKin.Init(); #endregion //-----------------------------------------------------GUNS GET INITIALISED #region GunInitialisation //UNFINISHED / TEST GUNS WailingMagnum.Add(); Defender.Add(); TestGun.Add(); Gunycomb.Add(); GlobbitSMALL.Add(); GlobbitMED.Add(); GlobbitMEGA.Add(); //GUNS //CHARACTERSTARTERS ElderMagnum.Add(); //REVOLVERS FlayedRevolver.Add(); G20.Add(); MamaGun.Add(); LovePistol.Add(); DiscGun.Add(); Repeatovolver.Add(); Pista.Add(); NNGundertale.Add(); DiamondGun.Add(); NNMinigun.Add(); ShroomedGun.Add(); GoldenRevolver.Add(); Nocturne.Add(); BackWarder.Add(); Redhawk.Add(); ToolGun.Add(); //GENERAL HANDGUNS StickGun.Add(); Glock42.Add(); StarterPistol.Add(); PopGun.Add(); UnusCentum.Add(); StunGun.Add(); CopperSidearm.Add(); Rekeyter.Add(); HotGlueGun.Add(); UpNUp.Add(); RedRobin.Add(); VariableGun.Add(); CrescendoBlaster.Add(); Glasster.Add(); HandGun.Add(); Viper.Add(); DiamondCutter.Add(); MarchGun.Add(); RebarGun.Add(); MinuteGun.Add(); Ulfberht.Add(); HeadOfTheOrder.Add(); GunOfAThousandSins.Add(); DoubleGun.Add(); //SHOTGUNS JusticeGun.Add(); Orgun.Add(); Octagun.Add(); ClownShotgun.Add(); Ranger.Add(); RustyShotgun.Add(); TheBride.Add(); TheGroom.Add(); IrregularShotgun.Add(); GrenadeShotgun.Add(); Jackhammer.Add(); SaltGun.Add(); SoapGun.Add(); //CANNONS Felissile.Add(); HandCannon.Add(); Lantaka.Add(); GreekFire.Add(); EmberCannon.Add(); ElysiumCannon.Add(); DisplacerCannon.Add(); //SCI-FI GUNS Blasmaster.Add(); St4ke.Add(); RedBlaster.Add(); BeamBlade.Add(); Neutrino.Add(); Rico.Add(); TheThinLine.Add(); RocketPistol.Add(); Repetitron.Add(); Dimensionaliser.Add(); Purpler.Add(); VacuumGun.Add(); Oxygun.Add(); TriBeam.Add(); KineticBlaster.Add(); LaserWelder.Add(); QBeam.Add(); HighVelocityRifle.Add(); Demolitionist.Add(); PumpChargeShotgun.Add(); TheOutbreak.Add(); Multiplicator.Add(); PunishmentRay.Add(); YBeam.Add(); WallRay.Add(); BolaGun.Add(); AlphaBeam.Add(); Glazerbeam.Add(); StasisRifle.Add(); Gravitron.Add(); Ferrobolt.Add(); TauCannon.Add(); GravityGun.Add(); GalaxyCrusher.Add(); //ARC Weapons ARCPistol.Add(); ARCShotgun.Add(); ARCRifle.Add(); ARCTactical.Add(); ARCCannon.Add(); //BOWS AND CROSSBOWS IceBow.Add(); Boltcaster.Add(); Clicker.Add(); //ANTIQUES WheelLock.Add(); Welrod.Add(); Welgun.Add(); TheLodger.Add(); Gonne.Add(); Hwacha.Add(); FireLance.Add(); HandMortar.Add(); GrandfatherGlock.Add(); GatlingGun.Add(); Blowgun.Add(); Gaxe.Add(); WoodenHorse.Add(); AgarGun.Add(); //KNIVES AND BLADES Carnwennan.Add(); MantidAugment.Add(); //REALISTIC GUNS HeatRay.Add(); BarcodeScanner.Add(); AntimaterielRifle.Add(); Primos1.Add(); DartRifle.Add(); AM0.Add(); RiskRifle.Add(); RiotGun.Add(); Kalashnirang.Add(); MaidenRifle.Add(); Blizzkrieg.Add(); Copygat.Add(); Skorpion.Add(); HeavyAssaultRifle.Add(); DynamiteLauncher.Add(); MarbledUzi.Add(); BurstRifle.Add(); OlReliable.Add(); //MISSILE LAUNCHERS BottleRocket.Add(); NNBazooka.Add(); BoomBeam.Add(); Pillarocket.Add(); //ANIMAL / ORGANIC GUNS SporeLauncher.Add(); PoisonDartFrog.Add(); Corgun.Add(); FungoCannon.Add(); PhaserSpiderling.Add(); Guneonate.Add(); KillithidTendril.Add(); Gunger.Add(); SickWorm.Add(); MiniMonger.Add(); CarrionFormeTwo.Add(); CarrionFormeThree.Add(); Carrion.Add(); UterinePolyp.Add(); Wrinkler.Add(); //BLADES ButchersKnife.Add(); RapidRiposte.Add(); //FUN GUNS Gumgun.Add(); Glooper.Add(); Accelerator.Add(); PaintballGun.Add(); Converter.Add(); Spiral.Add(); Gunshark.Add(); FingerGuns.Add(); OBrienFist.Add(); GolfRifle.Add(); Pandephonium.Add(); Sweeper.Add(); DeskFan.Add(); Pencil.Add(); SquarePeg.Add(); Ringer.Add(); Snaker.Add(); GayK47.Add(); DecretionCarbine.Add(); RC360.Add(); UziSpineMM.Add(); Autogun.Add(); Rebondir.Add(); BigShot.Add(); W3irdstar.Add(); Seismograph.Add(); BioTranstater2100.Add(); //MAGICAL GUNS Icicle.Add(); GunjurersStaff.Add(); InitiateWand.Add(); LightningRod.Add(); OrbOfTheGun.Add(); SpearOfJustice.Add(); Protean.Add(); BulletBlade.Add(); Bookllet.Add(); Lorebook.Add(); Beastclaw.Add(); Bullatterer.Add(); Entropew.Add(); Missinguno.Add(); Paraglocks.Add(); //CONSUMABLE FIRING GUNS Creditor.Add(); Blankannon.Add(); Viscerifle.Add(); //ENDPAGE GUNS MastersGun.Add(); Wrench.Add(); Pumhart.Add(); //SYNERGY FORME GUNS GunsharkMegasharkSynergyForme.Add(); DiscGunSuperDiscForme.Add(); OrgunHeadacheSynergyForme.Add(); Wolfgun.Add(); MinigunMiniShotgunSynergyForme.Add(); PenPencilSynergy.Add(); ReShelletonKeyter.Add(); AM0SpreadForme.Add(); BulletBladeGhostForme.Add(); GlueGunGlueGunnerSynergy.Add(); KingBullatterer.Add(); WrenchNullRefException.Add(); GatlingGunGatterUp.Add(); GravityGunNegativeMatterForm.Add(); GonneElder.Add(); UterinePolypWombular.Add(); DiamondGaxe.Add(); RedRebondir.Add(); DiamondCutterRangerClass.Add(); StickGunQuickDraw.Add(); StormRod.Add(); UnrustyShotgun.Add(); #endregion //-----------------------------------------------------SHRINES GET INITIALISED #region ShrineInitialisation InvestmentShrine.Add(); RelodinShrine.Add(); DagunShrine.Add(); ArtemissileShrine.Add(); ExecutionerShrine.Add(); TurtleShrine.Add(); KliklokShrine.Add(); #endregion //-----------------------------------------------------NPCS GET INITIALISED #region NPCInitialisation Rusty.Init(); Ironside.Init(); Boomhildr.Init(); #endregion ChromaGun.Add(); //GOOD MIMIC (NEEDS TO BE INITIALISED LATER) GoodMimic.Add(); //Characters var data = Loader.BuildCharacter("NevernamedsItems/Characters/Shade", CustomPlayableCharacters.Shade, new Vector3(12.3f, 21.3f), false, new Vector3(13.1f, 19.1f), false, false, true, true, //Sprites used by paradox false, //Glows null, //Glow Mat null, //Alt Skin Glow Mat 0, //Hegemony Cost false, //HasPast ""); //Past ID String //Other Features MasteryReplacementOub.InitDungeonHook(); CadenceAndOxShopPoolAdditions.Init(); CustomHuntingQuest.Init(); //NPCS TheJammomaster.Add(); //Carto.Add(); ShrineFactory.PlaceBreachShrines(); //Synergy Setup, Synergy Formes, Dual Wielding, and any changes to Basegame Guns InitialiseSynergies.DoInitialisation(); SynergyFormInitialiser.AddSynergyForms(); ExistantGunModifiers.Init(); ChamberGunAPI.Init("OnceMoreIntoTheBreach"); //Late Hooks AmmoPickupHooks.Init(); HealthPickupHooks.Init(); ETGModConsole.Commands.AddUnit("nndebugflow", (args) => { DungeonHandler.debugFlow = !DungeonHandler.debugFlow; string status = DungeonHandler.debugFlow ? "enabled" : "disabled"; string color = DungeonHandler.debugFlow ? "00FF00" : "FF0000"; ETGModConsole.Log($"OMITB flow {status}", false); }); //PoopySchloopy /* Dungeon keepDungeon = DungeonDatabase.GetOrLoadByName("base_jungle"); * if (keepDungeon == null) ETGModConsole.Log("Jungle null!"); * if (keepDungeon && keepDungeon.PatternSettings != null) * { * if (keepDungeon.PatternSettings.flows != null && keepDungeon.PatternSettings.flows.Count > 0) * { * if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable) * { * if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms != null) * { * if (keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms.elements != null) * { * foreach (WeightedRoom wRoom in keepDungeon.PatternSettings.flows[0].fallbackRoomTable.includedRooms.elements) * { * * if (wRoom.room != null && !string.IsNullOrEmpty(wRoom.room.name)) * { * ETGModConsole.Log(wRoom.room.name); * } * } * } * else ETGModConsole.Log("No elements"); * } * else ETGModConsole.Log("No included rooms"); * } * else ETGModConsole.Log("No fallback room table"); * } * else ETGModConsole.Log("Flow was null or empty"); * } * else ETGModConsole.Log("Pattern settings null"); * keepDungeon = null;*/ ETGMod.StartGlobalCoroutine(this.delayedstarthandler()); ETGModConsole.Log("'If you're reading this, I must have done something right' - NN"); } catch (Exception e) { ETGModConsole.Log(e.Message); ETGModConsole.Log(e.StackTrace); } }
private void Awake() { mainCamera = Camera.main.GetComponent <Camera>(); gravityGun = GameObject.FindGameObjectWithTag("Player").GetComponent <GravityGun>(); }
// Use this for initialization void Start() { used = false; gravityGun = GameObject.FindGameObjectWithTag("Player").GetComponent <GravityGun>(); rotateGun = GameObject.FindGameObjectWithTag("Gun").GetComponent <RotateGun>(); }