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public static AIData IDLE_THEN_SEEK_AI {
get {
var ret = new AIData();
ret.ActionData = new ActionData(new Type[]{
typeof(Idle),
typeof(WaitForPlayerLOS)
}
).Then (
new ActionData(new Type[]{
@Donnotron666
Donnotron666 / ControllerAimAssist
Created January 13, 2017 20:13
Controller Aim correction
using System;
using Client.Game.Attributes;
using Client.Game.Abilities.Payloads;
using UnityEngine;
using Client.Game.Actors;
using System.Collections.Generic;
using Client.Utils;
using Client.Game.Utils;
namespace Client.Game.Abilities.Scripts.Buffs
using System;
using System.Net;
using System.Security.Cryptography;
using System.Text;
namespace RequestSigningPOC
{
public static class SigningExtension
{
@Donnotron666
Donnotron666 / VersionDataTable.cs
Created March 31, 2017 18:02
BlackFuture'88 In-Game Release notes
using System.Text;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Client.Game.Data {
public static class VersionDataTable {
private static List<VersionData> _all;
private static List<VersionData> _allAscending;
@Donnotron666
Donnotron666 / ControllerAimFilter.cs
Last active April 3, 2017 22:34
Filtering analog aim input into something more usable in Unity3d. This is pulled from my game, so ignore the obvious engine code.
using System;
using Client.Game.Attributes;
using Client.Game.Abilities.Payloads;
using UnityEngine;
using Client.Game.Actors;
using System.Collections.Generic;
using Client.Utils;
using Client.Game.Utils;
namespace Client.Game.Abilities.Scripts.Buffs
@Donnotron666
Donnotron666 / Game.cs
Last active May 24, 2017 15:26
Quick demo on time slow down in BF'88
namespace Client.Game.Core {
public class Game
{
public static Game Instance { get; private set; }
public bool Paused;
public Actor PossessedActor;
using Client.Game.Managers;
using Client.Game.Utils;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.PostProcessing;
namespace Client.Game.Cameras
{
public class PostProcessingController
{
Shader "Sprites/EmissiveSpriteShader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_SelfIllum("Self Illumination",Range(0.0,1.0)) = 0.0
_FlashAmount("Flash Amount",Range(0.0,1.0)) = 0.0
[PerRendererData] _Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_EmissionMap("Emission Map", 2D) = "black"{}
using Client.Game.Utils;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Client.Game.Actors.Controllers {
public class VectorConsumer {
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Client.Game.Abilities.Utils
{
public class ActionSequence : List<ActionElement>
{