private static void StoryGameSession_AddPlayer(On.StoryGameSession.orig_AddPlayer orig, StoryGameSession self, AbstractCreature player) { orig.Invoke(self, player); rainList.Clear(); //Rain Chance if (UnityEngine.Random.Range(0, 100) < Downpour.rainChance) { noRainThisCycle = false; } else { noRainThisCycle = true; } //Rain Starting Intensity (Non-Dynamic) if (!Downpour.dynamic) { if (Downpour.intensity == 1) { rainIntensity = 0.31f; Downpour.dynamic = false; } if (Downpour.intensity == 2) { rainIntensity = 0.6f; Downpour.dynamic = false; } if (Downpour.intensity == 3) { rainIntensity = 0.9f; Downpour.dynamic = false; } } //Rain Starting Intensity (Dynamic) else { Downpour.dynamic = true; if (!Downpour.snow) { rainIntensity = UnityEngine.Random.Range(-1.5f, 0.8f); } else { rainIntensity = UnityEngine.Random.Range(0.15f, 0.9f); } } //Rain Direction switch (Downpour.direction) { case 0: direction = UnityEngine.Random.Range(1, 4); Downpour.windDirection = direction; break; case 1: direction = 1; break; case 2: direction = 2; break; case 3: direction = 3; break; } int leftOrRight = direction; if (direction == 2) { if (UnityEngine.Random.value >= 0.5f) { leftOrRight = 3; } else { leftOrRight = 1; } } Downpour.windDirection = leftOrRight; //Apply Rain Intensity if (!noRainThisCycle) { startingIntensity = rainIntensity; } else { startingIntensity = 0; rainIntensity = 0; } }
private static void StoryGameSession_AddPlayer(On.StoryGameSession.orig_AddPlayer orig, StoryGameSession self, AbstractCreature player) { orig.Invoke(self, player); KarmaAppetite_ExtraInventory.AddInventory(self, player); }
private static void StoryGameSession_AddPlayer(On.StoryGameSession.orig_AddPlayer orig, StoryGameSession self, AbstractCreature player) { orig.Invoke(self, player); fleeList = new List <Scavenger>(); shelter = ""; }