Added BrachTileBoost system
Added the new coilhead behaviour to the knight Added treasure room puzzle for bedroom Changed many LogInfo into LogDebug Removed jank animator override stuff (no offense) Changed how treasure rooms lock their doors to work in multiplayer Removed basement scripts
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parent
e9152782aa
commit
523e7ed898
48 changed files with 679 additions and 172 deletions
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@ -86,7 +86,7 @@ namespace ScarletMansion.GamePatch.Managers {
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}
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*/
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public void Anger(int angerAmount = 1){
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Plugin.logger.LogInfo($"Raising anger from {level} to {level + angerAmount}");
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Plugin.logger.LogDebug($"Raising anger from {level} to {level + angerAmount}");
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var manager = RoundManager.Instance;
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manager.minEnemiesToSpawn += angerAmount;
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level += angerAmount;
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@ -30,7 +30,7 @@ namespace ScarletMansion {
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}
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unusedSpawnPoints = points.ToList();
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Plugin.logger.LogInfo($"Found {spawnPoints.Count} spawn points for the knight");
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Plugin.logger.LogDebug($"Found {spawnPoints.Count} spawn points for the knight");
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}
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public int GetSpawnPointIndex(){
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@ -45,7 +45,7 @@ namespace ScarletMansion {
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if (lastKnightSeenPlayer >= 0){
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var tempitem = spawnPoints[lastKnightSeenPlayer];
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if (tempitem.gameObject.activeInHierarchy){
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Plugin.logger.LogInfo($"Using the last knight {tempitem.index} that saw a player");
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Plugin.logger.LogDebug($"Using the last knight {tempitem.index} that saw a player");
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unusedSpawnPoints.Remove(tempitem);
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lastKnightSeenPlayer = -1;
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return tempitem.index;
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@ -86,7 +86,7 @@ namespace ScarletMansion {
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[ServerRpc(RequireOwnership = false)]
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public void DestroyPlayerItemInSlotServerRpc(NetworkBehaviourReference playerRef, int itemSlot, ServerRpcParams callParams = default(ServerRpcParams)){
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if (playerRef.TryGet<PlayerControllerB>(out var player)){
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Plugin.logger.LogInfo($"P{player.OwnerClientId}, S{callParams.Receive.SenderClientId}");
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Plugin.logger.LogDebug($"P{player.OwnerClientId}, S{callParams.Receive.SenderClientId}");
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DestroyPlayerItemInSlotClientRpc(playerRef, itemSlot);
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return;
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@ -291,7 +291,7 @@ namespace ScarletMansion {
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var enemyName = enemy.name;
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try {
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Plugin.logger.LogInfo($"Applying evil material to {enemyName}");
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Plugin.logger.LogDebug($"Applying evil material to {enemyName}");
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ApplyMaterialToRenderers(enemy.GetComponentsInChildren<SkinnedMeshRenderer>());
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ApplyMaterialToRenderers(enemy.GetComponentsInChildren<MeshRenderer>());
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} catch (Exception e){
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@ -454,14 +454,14 @@ namespace ScarletMansion {
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// better safe and slow then sorry
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if (GameNetworkManager.Instance.localPlayerController == null || NetworkManager.Singleton == null || NetworkManager.Singleton.ShutdownInProgress) return;
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Plugin.logger.LogInfo($"Destroying player {player.playerUsername}:{player.actualClientId}'s item in slot {itemSlot}");
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Plugin.logger.LogDebug($"Destroying player {player.playerUsername}:{player.actualClientId}'s item in slot {itemSlot}");
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var heldObj = player.currentlyHeldObjectServer;
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var heldObjString = heldObj ? heldObj.itemProperties.itemName : "NULL";
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var grabObj = player.ItemSlots[itemSlot];
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var grabObjString = grabObj ? grabObj.itemProperties.itemName : "NULL";
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Plugin.logger.LogInfo($"Held item {player.currentItemSlot}:{heldObjString}");
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Plugin.logger.LogInfo($"Target item {itemSlot}:{grabObjString}");
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Plugin.logger.LogDebug($"Held item {player.currentItemSlot}:{heldObjString}");
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Plugin.logger.LogDebug($"Target item {itemSlot}:{grabObjString}");
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// fix weight and values
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player.carryWeight -= Mathf.Clamp(grabObj.itemProperties.weight - 1f, 0f, 10f);
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