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Displays.cs
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Displays.cs
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using Il2CppAssets.Scripts.Unity;
using Il2CppAssets.Scripts.Unity.Display;
using BTD_Mod_Helper.Api.Display;
using UnityEngine;
using static Il2CppAssets.Scripts.Simulation.SMath.Vector3;
using MelonLoader.Utils;
using SniperAimbot;
using BTD_Mod_Helper.Extensions;
namespace SniperAimbot;
public class Displays
{
public class Tower
{
public class Base: ModDisplay
{
public override string BaseDisplay => Generic2dDisplay;
public override void ModifyDisplayNode(UnityDisplayNode node)
{
Helper.SniperifyNode(node, "Sniper-000", mod);
}
}
public class Gibus : ModDisplay
{
public override string BaseDisplay => Generic2dDisplay;
public override void ModifyDisplayNode(UnityDisplayNode node)
{
Helper.SniperifyNode(node, "Sniper-010", mod);
}
}
public class AusGibus : ModDisplay
{
public override string BaseDisplay => Generic2dDisplay;
public override void ModifyDisplayNode(UnityDisplayNode node)
{
Helper.SniperifyNode(node, "Sniper-020", mod);
}
}
public class ToweringPillar : ModDisplay
{
public override string BaseDisplay => Generic2dDisplay;
public override void ModifyDisplayNode(UnityDisplayNode node)
{
Helper.SniperifyNode(node, "Sniper-030", mod);
}
}
public class Dimmadome : ModDisplay
{
public override string BaseDisplay => Generic2dDisplay;
public override void ModifyDisplayNode(UnityDisplayNode node)
{
Helper.SniperifyNode(node, "Sniper-050", mod);
}
}
}
public class Projectile
{
public class Money : ModDisplay
{
public override string BaseDisplay => Generic2dDisplay;
public override void ModifyDisplayNode(UnityDisplayNode node)
{
node.transform.rotation = Quaternion.identity;
node.GetRenderer<SpriteRenderer>().sprite = null;
var prefab = Helper.LoadAsset<GameObject>("Money-Prefab", GetBundle("sniper"));
var moneyObject = UnityEngine.Object.Instantiate(prefab, node.transform.GetChild(0).transform);
node.transform.GetChild(0).gameObject.AddComponent<MoneyMovement>();
node.transform.GetChild(0).transform.rotation = Quaternion.identity;
node.transform.GetChild(0).transform.localScale *= 12;
}
}
}
}