Redone some code due to changes to DunGenPlus
Added audio to radios Made dungeon bigger but branch paths shorter Increased lighting chance
This commit is contained in:
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d382a3137d
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a46f833b27
@ -46,12 +46,6 @@ namespace ScarletMansionMimicsPatch {
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public override bool IsMyInteriorLoaded => ScarletMansion.DunGenPatch.Patch.active;
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public override bool IsMyInteriorLoaded => ScarletMansion.DunGenPatch.Patch.active;
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public override void OnMimicCreated(MimicDoor mimicDoor, Doorway doorway) {
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public override void OnMimicCreated(MimicDoor mimicDoor, Doorway doorway) {
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var c = doorway.transform.parent.GetComponentInChildren<DunGenPlus.Components.DoorwayCleanup>();
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if (c != null) {
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c.overrideConnector = true;
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c.overrideNoDoorway = true;
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}
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var fixfireexit = doorway.GetComponentInChildren<FixFireExit>(true);
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var fixfireexit = doorway.GetComponentInChildren<FixFireExit>(true);
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fixfireexit.ForcefullyEnableDoorway();
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fixfireexit.ForcefullyEnableDoorway();
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@ -181,7 +181,7 @@ namespace ScarletMansion.Configs {
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dungeonLightingPrefix,
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dungeonLightingPrefix,
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"0 Lights Weight",
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"0 Lights Weight",
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1,
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1,
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"The weight that none of the spawned light sources (desk lamps, wall lamps, chandeliers) in a given tile will emit light. With the default weight spread of [1, 7, 2], there is a 10% chance that even in a room filled with lamps, none of them will emit light.",
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"The weight that none of the spawned light sources (desk lamps, wall lamps, chandeliers) in a given tile will emit light. With the default weight spread of [1, 6, 3], there is a 10% chance that even in a room filled with lamps, none of them will emit light.",
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new ConfigEntryBundleExtraParameters(VerifyLightingValues, false),
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new ConfigEntryBundleExtraParameters(VerifyLightingValues, false),
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new AcceptableValueRange<int>(0, 99)
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new AcceptableValueRange<int>(0, 99)
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);
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);
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@ -190,7 +190,7 @@ namespace ScarletMansion.Configs {
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dungeonLightingPrefix,
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dungeonLightingPrefix,
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"1 Light Weight",
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"1 Light Weight",
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7,
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7,
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"The weight that only 1 of the spawned light sources (desk lamps, wall lamps, chandeliers) in a given tile will emit light. With the default weight spread of [1, 7, 2], there is a 70% chance that even in a room filled with lamps, only one of them will emit light.",
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"The weight that only 1 of the spawned light sources (desk lamps, wall lamps, chandeliers) in a given tile will emit light. With the default weight spread of [1, 6, 3], there is a 60% chance that even in a room filled with lamps, only one of them will emit light.",
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new ConfigEntryBundleExtraParameters(VerifyLightingValues, false),
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new ConfigEntryBundleExtraParameters(VerifyLightingValues, false),
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new AcceptableValueRange<int>(0, 99)
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new AcceptableValueRange<int>(0, 99)
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);
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);
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@ -199,7 +199,7 @@ namespace ScarletMansion.Configs {
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dungeonLightingPrefix,
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dungeonLightingPrefix,
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"2 Lights Weight",
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"2 Lights Weight",
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2,
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2,
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"The weight that only 2 of the spawned light sources (desk lamps, wall lamps, chandeliers) in a given tile will emit light. With the default weight spread of [1, 7, 2], there is a 20% chance that even in a room filled with lamps, only two of them will emit light.",
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"The weight that only 2 of the spawned light sources (desk lamps, wall lamps, chandeliers) in a given tile will emit light. With the default weight spread of [1, 6, 3], there is a 30% chance that even in a room filled with lamps, only two of them will emit light.",
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new ConfigEntryBundleExtraParameters(VerifyLightingValues, true),
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new ConfigEntryBundleExtraParameters(VerifyLightingValues, true),
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new AcceptableValueRange<int>(0, 99)
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new AcceptableValueRange<int>(0, 99)
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);
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);
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@ -33,9 +33,9 @@ namespace ScarletMansion.Configs
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new ChangeFloat ( dunGenLengthMultiFactor, 0.3333333f ),
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new ChangeFloat ( dunGenLengthMultiFactor, 0.3333333f ),
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new ChangeInt ( mainPathCount, 3 ),
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new ChangeInt ( mainPathCount, 3 ),
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new ChangeMinMaxInt ( mainPathLength, 4, 5 ),
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new ChangeMinMaxInt ( mainPathLength, 6, 7 ),
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new ChangeBranchingPath( branchPathSectionOne, 2, 4, 1, 2 ),
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new ChangeBranchingPath( branchPathSectionOne, 1, 2, 1, 2 ),
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new ChangeBranchingPath( branchPathSectionTwo, 1, 2, 1, 2 ),
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new ChangeBranchingPath( branchPathSectionTwo, 1, 2, 1, 2 ),
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new ChangeBranchingPath( branchPathSectionThree, 0, 1, 0, 1 ),
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new ChangeBranchingPath( branchPathSectionThree, 0, 1, 0, 1 ),
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@ -135,8 +135,8 @@ namespace ScarletMansion.Configs
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new ChangeInt ( hallwayLightsWeight, 150 ),
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new ChangeInt ( hallwayLightsWeight, 150 ),
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new ChangeInt ( ceilingLightsWeight, 150 ),
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new ChangeInt ( ceilingLightsWeight, 150 ),
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new ChangeInt ( lightsSpawnZeroWeight, 1 ),
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new ChangeInt ( lightsSpawnZeroWeight, 1 ),
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new ChangeInt ( lightsSpawnOneWeight, 8 ),
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new ChangeInt ( lightsSpawnOneWeight, 6 ),
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new ChangeInt ( lightsSpawnTwoWeight, 2 )
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new ChangeInt ( lightsSpawnTwoWeight, 3 )
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);
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);
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var brightLighting = new ChangeList(
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var brightLighting = new ChangeList(
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@ -145,8 +145,8 @@ namespace ScarletMansion.Configs
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new ChangeInt ( hallwayLightsWeight, 450 ),
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new ChangeInt ( hallwayLightsWeight, 450 ),
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new ChangeInt ( ceilingLightsWeight, 450 ),
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new ChangeInt ( ceilingLightsWeight, 450 ),
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new ChangeInt ( lightsSpawnZeroWeight, 0 ),
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new ChangeInt ( lightsSpawnZeroWeight, 0 ),
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new ChangeInt ( lightsSpawnOneWeight, 7 ),
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new ChangeInt ( lightsSpawnOneWeight, 3 ),
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new ChangeInt ( lightsSpawnTwoWeight, 3 )
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new ChangeInt ( lightsSpawnTwoWeight, 7 )
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);
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);
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var darkLighting = new ChangeList(
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var darkLighting = new ChangeList(
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@ -154,8 +154,8 @@ namespace ScarletMansion.Configs
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"Makes light sources much less common.",
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"Makes light sources much less common.",
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new ChangeInt ( hallwayLightsWeight, 50 ),
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new ChangeInt ( hallwayLightsWeight, 50 ),
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new ChangeInt ( ceilingLightsWeight, 50 ),
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new ChangeInt ( ceilingLightsWeight, 50 ),
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new ChangeInt ( lightsSpawnZeroWeight, 2 ),
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new ChangeInt ( lightsSpawnZeroWeight, 3 ),
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new ChangeInt ( lightsSpawnOneWeight, 8 ),
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new ChangeInt ( lightsSpawnOneWeight, 7 ),
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new ChangeInt ( lightsSpawnTwoWeight, 0 )
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new ChangeInt ( lightsSpawnTwoWeight, 0 )
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);
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);
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@ -33,7 +33,7 @@ namespace ScarletMansion.Configs {
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new ChangeFloat ( dunGenLengthMultiFactor, 0.3333333f ),
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new ChangeFloat ( dunGenLengthMultiFactor, 0.3333333f ),
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new ChangeInt ( mainPathCount, 3 ),
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new ChangeInt ( mainPathCount, 3 ),
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new ChangeMinMaxInt ( mainPathLength, 3, 4 ),
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new ChangeMinMaxInt ( mainPathLength, 4, 5 ),
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new ChangeBranchingPath( branchPathSectionOne, 4, 6, 1, 2 ),
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new ChangeBranchingPath( branchPathSectionOne, 4, 6, 1, 2 ),
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new ChangeBranchingPath( branchPathSectionTwo, 2, 3, 1, 2 ),
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new ChangeBranchingPath( branchPathSectionTwo, 2, 3, 1, 2 ),
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@ -135,8 +135,8 @@ namespace ScarletMansion.Configs {
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new ChangeInt ( hallwayLightsWeight, 150 ),
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new ChangeInt ( hallwayLightsWeight, 150 ),
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new ChangeInt ( ceilingLightsWeight, 150 ),
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new ChangeInt ( ceilingLightsWeight, 150 ),
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new ChangeInt ( lightsSpawnZeroWeight, 1 ),
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new ChangeInt ( lightsSpawnZeroWeight, 1 ),
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new ChangeInt ( lightsSpawnOneWeight, 8 ),
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new ChangeInt ( lightsSpawnOneWeight, 6 ),
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new ChangeInt ( lightsSpawnTwoWeight, 2 )
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new ChangeInt ( lightsSpawnTwoWeight, 3 )
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);
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);
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var brightLighting = new ChangeList(
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var brightLighting = new ChangeList(
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@ -145,8 +145,8 @@ namespace ScarletMansion.Configs {
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new ChangeInt ( hallwayLightsWeight, 450 ),
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new ChangeInt ( hallwayLightsWeight, 450 ),
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new ChangeInt ( ceilingLightsWeight, 450 ),
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new ChangeInt ( ceilingLightsWeight, 450 ),
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new ChangeInt ( lightsSpawnZeroWeight, 0 ),
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new ChangeInt ( lightsSpawnZeroWeight, 0 ),
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new ChangeInt ( lightsSpawnOneWeight, 7 ),
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new ChangeInt ( lightsSpawnOneWeight, 3 ),
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new ChangeInt ( lightsSpawnTwoWeight, 3 )
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new ChangeInt ( lightsSpawnTwoWeight, 7 )
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);
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);
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var darkLighting = new ChangeList(
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var darkLighting = new ChangeList(
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@ -154,8 +154,8 @@ namespace ScarletMansion.Configs {
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"Makes light sources much less common.",
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"Makes light sources much less common.",
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new ChangeInt ( hallwayLightsWeight, 50 ),
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new ChangeInt ( hallwayLightsWeight, 50 ),
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new ChangeInt ( ceilingLightsWeight, 50 ),
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new ChangeInt ( ceilingLightsWeight, 50 ),
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new ChangeInt ( lightsSpawnZeroWeight, 2 ),
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new ChangeInt ( lightsSpawnZeroWeight, 3 ),
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new ChangeInt ( lightsSpawnOneWeight, 8 ),
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new ChangeInt ( lightsSpawnOneWeight, 7 ),
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new ChangeInt ( lightsSpawnTwoWeight, 0 )
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new ChangeInt ( lightsSpawnTwoWeight, 0 )
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);
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);
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@ -7,7 +7,7 @@ using UnityEngine;
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using DunGen;
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using DunGen;
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namespace ScarletMansion {
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namespace ScarletMansion {
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public class FloorCleanUpParent : MonoBehaviour, IDungeonCompleteReceiver {
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public class FloorCleanUpParent : MonoBehaviour {
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public FloorCleanup[] children;
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public FloorCleanup[] children;
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@ -15,7 +15,11 @@ namespace ScarletMansion {
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children = GetComponentsInChildren<FloorCleanup>();
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children = GetComponentsInChildren<FloorCleanup>();
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}
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}
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public void OnDungeonComplete(Dungeon dungeon) {
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void Awake(){
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DunGenPlus.Managers.DoorwayManager.AddActionHook(DunGenPlus.Components.Scripting.DunGenScriptingHook.OnMainEntranceTeleportSpawned, OnDungeonComplete);
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}
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public void OnDungeonComplete() {
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var anyChanges = true;
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var anyChanges = true;
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while(anyChanges) {
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while(anyChanges) {
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anyChanges = false;
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anyChanges = false;
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@ -21,6 +21,11 @@ namespace ScarletMansion.GamePatch.Components {
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[Header("Songs")]
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[Header("Songs")]
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public AudioClip[] audioClips;
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public AudioClip[] audioClips;
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[Header("SFX")]
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public AudioSource sfxAudioSource;
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public AudioClip clickBigClip;
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public AudioClip clickSmallClip;
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[Header("References")]
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[Header("References")]
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public AudioSource audioSource;
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public AudioSource audioSource;
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public float maxVolume = 1f;
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public float maxVolume = 1f;
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@ -103,6 +108,7 @@ namespace ScarletMansion.GamePatch.Components {
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if (playing) AttemptTurnOn();
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if (playing) AttemptTurnOn();
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else AttemptTurnOff();
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else AttemptTurnOff();
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sfxAudioSource.PlayOneShot(clickBigClip);
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}
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}
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[ServerRpc(RequireOwnership = false)]
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[ServerRpc(RequireOwnership = false)]
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@ -115,6 +121,8 @@ namespace ScarletMansion.GamePatch.Components {
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public void ToggleVolumeSwitchClientRpc(int volume){
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public void ToggleVolumeSwitchClientRpc(int volume){
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this.volume = volume;
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this.volume = volume;
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audioSource.volume = maxVolume * (volume * 0.1f);
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audioSource.volume = maxVolume * (volume * 0.1f);
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sfxAudioSource.PlayOneShot(clickSmallClip);
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}
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}
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[ServerRpc(RequireOwnership = false)]
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[ServerRpc(RequireOwnership = false)]
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@ -132,6 +140,8 @@ namespace ScarletMansion.GamePatch.Components {
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if (playing && audioSource.isPlaying) audioSource.Stop();
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if (playing && audioSource.isPlaying) audioSource.Stop();
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audioSource.clip = audioClips[audioIndex];
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audioSource.clip = audioClips[audioIndex];
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AttemptTurnOn();
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AttemptTurnOn();
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sfxAudioSource.PlayOneShot(clickBigClip);
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}
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}
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public void AttemptTurnOff(){
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public void AttemptTurnOff(){
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@ -0,0 +1,19 @@
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using DunGen;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ScarletMansion.GamePatch.FixValues
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{
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public class FixHallwayLightValueScaleVer: FixBaseClass<RandomPrefabWithScale> {
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public void Awake(){
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var weight = target.Props.Weights[1];
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var value = Plugin.CurrentConfigDungeon.GetHallwayLightsWeight;
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weight.MainPathWeight = value;
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weight.BranchPathWeight = value;
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}
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}
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}
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@ -62,8 +62,6 @@ namespace ScarletMansion {
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var foyerFile = new ConfigFile(Path.Combine(Paths.ConfigPath, $"{modGUID}.foyer.cfg"), true);
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var foyerFile = new ConfigFile(Path.Combine(Paths.ConfigPath, $"{modGUID}.foyer.cfg"), true);
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ConfigFoyer = new ConfigDungeonFoyer(foyerFile);
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ConfigFoyer = new ConfigDungeonFoyer(foyerFile);
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ConfigFoyer.SerializerTest();
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var basementFile = new ConfigFile(Path.Combine(Paths.ConfigPath, $"{modGUID}.basement.cfg"), true);
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var basementFile = new ConfigFile(Path.Combine(Paths.ConfigPath, $"{modGUID}.basement.cfg"), true);
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ConfigBasement = new ConfigDungeonBasement(basementFile);
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ConfigBasement = new ConfigDungeonBasement(basementFile);
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@ -213,6 +213,7 @@
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<Compile Include="GamePatch\FixValues\FixCeilingLightValue.cs" />
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<Compile Include="GamePatch\FixValues\FixCeilingLightValue.cs" />
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<Compile Include="GamePatch\FixValues\FixFireExit.cs" />
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<Compile Include="GamePatch\FixValues\FixFireExit.cs" />
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<Compile Include="GamePatch\FixValues\FixHallwayLightValue.cs" />
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<Compile Include="GamePatch\FixValues\FixHallwayLightValue.cs" />
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<Compile Include="GamePatch\FixValues\FixHallwayLightValueScaleVer.cs" />
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<Compile Include="GamePatch\FixValues\FixHoverIcon.cs" />
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<Compile Include="GamePatch\FixValues\FixHoverIcon.cs" />
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<Compile Include="GamePatch\FixValues\FixRandomMapObject.cs" />
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<Compile Include="GamePatch\FixValues\FixRandomMapObject.cs" />
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<Compile Include="GamePatch\FixValues\FixSpawnItemGroup.cs" />
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<Compile Include="GamePatch\FixValues\FixSpawnItemGroup.cs" />
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