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
This commit is contained in:
LadyAliceMargatroid 2024-08-19 02:44:15 -07:00
parent e9152782aa
commit 523e7ed898
48 changed files with 679 additions and 172 deletions

View file

@ -16,7 +16,7 @@ namespace ScarletMansion.GamePatch.Props {
var b = GetBounds();
var layerMask = LayerMask.GetMask(new string[3] { "Room", "Railing", "MapHazards" });
if (Physics.CheckBox(b.center, b.extents, transform.rotation, layerMask)){
Plugin.logger.LogInfo("Disabling fire exit potential spawn due to overlapping space");
Plugin.logger.LogDebug("Disabling fire exit potential spawn due to overlapping space");
target.SetActive(false);
}
}

View file

@ -20,7 +20,7 @@ namespace ScarletMansion.GamePatch.Props {
var currentY = tile.transform.position.y;
var floor = Mathf.RoundToInt((currentY - baseY) / 8f);
Plugin.logger.LogInfo($"F{floor}");
Plugin.logger.LogDebug($"F{floor}");
// fuck it im lazy
GameObject p;
if (floor == 0) {

View file

@ -12,14 +12,14 @@ namespace ScarletMansion.GamePatch.Props {
public static int cycle = 0;
public static void UpdateCycle(int value){
Plugin.logger.LogInfo($"Updating RandomPrefab cylce to {value}");
Plugin.logger.LogDebug($"Updating RandomPrefab cylce to {value}");
cycle = value;
}
public override void Process(RandomStream randomStream, Tile tile) {
if (props.Count <= 0) return;
Plugin.logger.LogInfo($"Cycle {cycle}");
Plugin.logger.LogDebug($"Cycle {cycle}");
var cycleValue = cycle++;
var index = cycleValue % props.Count;
var prefab = props[index];