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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using UnityEngine; | ||
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namespace WurstMod.Any | ||
{ | ||
/// <summary> | ||
/// AI take cover here. Place on floor, rotation doesn't matter. | ||
/// </summary> | ||
public class AICoverPoint : MonoBehaviour | ||
{ | ||
private void OnDrawGizmos() | ||
{ | ||
Gizmos.color = new Color(0.0f, 0.6f, 0.0f, 0.5f); | ||
Gizmos.matrix = transform.localToWorldMatrix; | ||
Gizmos.DrawSphere(Vector3.zero, 0.1f); | ||
} | ||
} | ||
} |
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using UnityEngine; | ||
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namespace WurstMod.Any | ||
{ | ||
/// <summary> | ||
/// Place this class on any geometry you want to be able to climb, like ladders! | ||
/// Climbable geometry must be in the Interactable layer. | ||
/// </summary> | ||
public class FVRHandGrabPoint : MonoBehaviour | ||
{ | ||
[Tooltip("A DISABLED gameObject visualizing the ability to grab this object. This is the glowy bit when your hands are near a ladder.")] | ||
public GameObject UXGeo_Hover; | ||
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[Tooltip("A DISABLED gameObject visualizing you grabbing this object. This is the glowy bit when you are grabbing a ladder.")] | ||
public GameObject UXGeo_Held; | ||
} | ||
} |
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using UnityEngine; | ||
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namespace WurstMod.Any | ||
{ | ||
/// <summary> | ||
/// Placed on an object with a non-trigger box collider, on the NoCol layer. | ||
/// </summary> | ||
public class FVRReverbEnvironment : MonoBehaviour | ||
{ | ||
public enum FVRSoundEnvironment | ||
{ | ||
None = 0, | ||
Forest = 1, | ||
InsideNarrow = 10, | ||
InsideSmall = 11, | ||
InsideWarehouse = 12, | ||
InsideNarrowSmall = 13, | ||
InsideLarge = 14, | ||
InsideWarehouseSmall = 15, | ||
InsideMedium = 16, | ||
InsideLargeHighCeiling = 17, | ||
OutsideOpen = 20, | ||
OutsideEnclosed = 21, | ||
OutsideEnclosedNarrow = 22, | ||
SniperRange = 30, | ||
ShootingRange = 31, | ||
} | ||
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public FVRSoundEnvironment Environment; | ||
public int Priority; | ||
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} | ||
} |
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using UnityEngine; | ||
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namespace WurstMod.Any | ||
{ | ||
public class PMat : MonoBehaviour | ||
{ | ||
private readonly string[] DefResourcePaths = new string[] | ||
{ | ||
"PMat_Acrylic", | ||
"PMat_Air", | ||
"PMat_Aluminum", | ||
"PMat_Asphalt", | ||
"PMat_Basalt", | ||
"PMat_BotArmor", | ||
"PMat_BotArmorLight", | ||
"PMat_BotMeat", | ||
"PMat_Brass", | ||
"PMat_Brick", | ||
"PMat_BulletPopLarge", | ||
"PMat_BulletPopNormal", | ||
"PMat_CandyCane", | ||
"PMat_Carbon", | ||
"PMat_Cardboard", | ||
"PMat_Cement", | ||
"PMat_ClayPigeon", | ||
"PMat_Cloth", | ||
"PMat_Concrete", | ||
"PMat_Copper", | ||
"PMat_Default", | ||
"PMat_Dirt", | ||
"PMat_Flesh", | ||
"PMat_Glass", | ||
"PMat_Granite", | ||
"PMat_Ice", | ||
"PMat_Iron", | ||
"PMat_Lead", | ||
"PMat_Maeblon", | ||
"PMat_Marble", | ||
"PMat_NanoFill", | ||
"PMat_Osmium", | ||
"PMat_Plaster", | ||
"PMat_Plastic", | ||
"PMat_Pumpkin", | ||
"PMat_PVC", | ||
"PMat_RotMeat", | ||
"PMat_Rubber", | ||
"PMat_Sand", | ||
"PMat_SodaCanFull", | ||
"PMat_Steel", | ||
"PMat_SteelSword", | ||
"PMat_Styrofoam", | ||
"PMat_Tantalum", | ||
"PMat_Titanium", | ||
"PMat_Tungsten", | ||
"PMat_Vanadium", | ||
"PMat_Water", | ||
"PMat_Wood", | ||
"NONE" | ||
}; | ||
public string GetDef(int idx) { return DefResourcePaths[idx]; } | ||
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public enum Def | ||
{ | ||
Acrylic, | ||
Air, | ||
Aluminum, | ||
Asphalt, | ||
Basalt, | ||
BotArmor, | ||
BotArmorLight, | ||
BotMeat, | ||
Brass, | ||
Brick, | ||
BulletPopLarge, | ||
BulletPopNormal, | ||
CandyCane, | ||
Carbon, | ||
Cardboard, | ||
Cement, | ||
ClayPigeon, | ||
Cloth, | ||
Concrete, | ||
Copper, | ||
Default, | ||
Dirt, | ||
Flesh, | ||
Glass, | ||
Granite, | ||
Ice, | ||
Iron, | ||
Lead, | ||
Maeblon, | ||
Marble, | ||
NanoFill, | ||
Osmium, | ||
Plaster, | ||
Plastic, | ||
Pumpkin, | ||
PVC, | ||
RotMeat, | ||
Rubber, | ||
Sand, | ||
SodaCanFull, | ||
Steel, | ||
SteelSword, | ||
Styrofoam, | ||
Tantalum, | ||
Titanium, | ||
Tungsten, | ||
Vanadium, | ||
Water, | ||
Wood, | ||
None | ||
} | ||
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private readonly string[] MatDefResourcePaths = new string[] | ||
{ | ||
"agents/GasMask", | ||
"agents/HeavyArmor_Metal", | ||
"agents/HeavyFabric", | ||
"agents/LightArmor_Kevlar", | ||
"agents/Meat", | ||
"agents/MediumArmor_Metal", | ||
"agents/MediumArmor_Padded", | ||
"agents/RotMeat", | ||
"heldobjects/Testing_MEat", | ||
"heldobjects/Testing_Soft", | ||
"nature/ground/Ground_Dirt", | ||
"nature/ground/Ground_Grass", | ||
"nature/ground/Ground_Sand", | ||
"nature/ground/Ground_Water", | ||
"nature/props/Hedge", | ||
"nature/props/Rock_Large", | ||
"nature/props/Rock_Small", | ||
"props/Claypot", | ||
"props/PlasticTableTop", | ||
"props/Tires", | ||
"props/WaterMelon", | ||
"props/melee/Melee_Metal", | ||
"props/melee/Melee_Polymer", | ||
"props/melee/Melee_Wood", | ||
"structural/armor/Armor_Solid", | ||
"structural/armor/Armor_Thick", | ||
"structural/armor/Armor_Thin", | ||
"structural/barriers/ConcreteBarrier", | ||
"structural/barriers/Sandbag", | ||
"structural/barriers/Water", | ||
"structural/floors/Floor_CarpetOverConcrete", | ||
"structural/floors/Floor_CarpetOverWood", | ||
"structural/floors/Floor_Concrete", | ||
"structural/floors/Floor_Metal", | ||
"structural/floors/Floor_MetalGrating", | ||
"structural/floors/Floor_TileOverConcrete", | ||
"structural/floors/Floor_TileOverConcreteSolid", | ||
"structural/floors/Floor_TileOverWood", | ||
"structural/floors/Floor_Wood", | ||
"structural/metal/Metal_Plate", | ||
"structural/metal/Metal_Sheet", | ||
"structural/metal/Metal_Strut", | ||
"structural/solid/_Impenetrable", | ||
"structural/solid/Solid_Armor", | ||
"structural/solid/Solid_Concrete", | ||
"structural/solid/Solid_Metal", | ||
"structural/walls/Wall_Brick", | ||
"structural/walls/Wall_DryWall", | ||
"structural/walls/Wall_GlassBrick", | ||
"structural/walls/Wall_GlassWindow", | ||
"structural/walls/Wall_SheetMetal", | ||
"structural/walls/Wall_WoodSolid", | ||
"structural/walls/Wall_WoodThick", | ||
"structural/walls/Wall_WoodThin", | ||
"thin/Paper" | ||
}; | ||
public string GetMatDef(int idx) { return MatDefResourcePaths[idx]; } | ||
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public enum MatDef | ||
{ | ||
GasMask, | ||
HeavyArmor_Metal, | ||
HeavyFabric, | ||
LightArmor_Kevlar, | ||
Meat, | ||
MediumArmor_Metal, | ||
MediumArmor_Padded, | ||
RotMeat, | ||
Testing_MEat, | ||
Testing_Soft, | ||
Ground_Dirt, | ||
Ground_Grass, | ||
Ground_Sand, | ||
Ground_Water, | ||
Hedge, | ||
Rock_Large, | ||
Rock_Small, | ||
Claypot, | ||
PlasticTableTop, | ||
Tires, | ||
WaterMelon, | ||
Melee_Metal, | ||
Melee_Polymer, | ||
Melee_Wood, | ||
Armor_Solid, | ||
Armor_Thick, | ||
Armor_Thin, | ||
ConcreteBarrier, | ||
Sandbag, | ||
Water, | ||
Floor_CarpetOverConcrete, | ||
Floor_CarpetOverWood, | ||
Floor_Concrete, | ||
Floor_Metal, | ||
Floor_MetalGrating, | ||
Floor_TileOverConcrete, | ||
Floor_TileOverConcreteSolid, | ||
Floor_TileOverWood, | ||
Floor_Wood, | ||
Metal_Plate, | ||
Metal_Sheet, | ||
Metal_Strut, | ||
_Impenetrable, | ||
Solid_Armor, | ||
Solid_Concrete, | ||
Solid_Metal, | ||
Wall_Brick, | ||
Wall_DryWall, | ||
Wall_GlassBrick, | ||
Wall_GlassWindow, | ||
Wall_SheetMetal, | ||
Wall_WoodSolid, | ||
Wall_WoodThick, | ||
Wall_WoodThin, | ||
Paper | ||
} | ||
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[Tooltip("Not all static colliders (anything a bullet might hit) have a def. Is this for penetrative properties? Legacy?")] | ||
public Def def; | ||
[Tooltip("It seems like all static colliders (anything a bullet might hit) have a matDef.")] | ||
public MatDef matDef; | ||
} | ||
} |
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