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using MelonLoader;
using static SC2Expansion.ModMain;
using SC2Expansion;
using UnityEngine;
using Il2CppAssets.Scripts.Models.Towers.Upgrades;
using Il2CppInterop.Runtime;
using Il2CppAssets.Scripts.Models.TowerSets;
using Il2CppAssets.Scripts.Models.Towers;
using Il2CppAssets.Scripts.Simulation.Towers.Weapons;
using Il2CppAssets.Scripts.Models.GenericBehaviors;
using Il2CppAssets.Scripts.Models.Towers.Projectiles.Behaviors;
using Il2CppAssets.Scripts.Models.Towers.Behaviors.Attack;
using Il2CppAssets.Scripts.Models.Towers.Weapons;
using Il2CppInterop.Runtime.InteropTypes.Arrays;
using Il2CppAssets.Scripts.Models;
using Il2CppAssets.Scripts.Models.Towers.Projectiles;
using Il2CppAssets.Scripts.Models.Towers.Behaviors.Emissions;
using Il2CppAssets.Scripts.Models.Towers.Behaviors;
using Il2CppNinjaKiwi.Common.ResourceUtils;
[assembly:MelonGame("Ninja Kiwi","BloonsTD6")]
[assembly:MelonInfo(typeof(VoidRay.SC2ModMain),VoidRay.ModHelperData.Name,VoidRay.ModHelperData.Version,"Silentstorm")]
namespace VoidRay{
public class SC2ModMain:MelonMod{}
public class VoidRay:SC2Tower{
public override string Name=>"VoidRay";
public override Faction TowerFaction=>Faction.Protoss;
public override UpgradeModel[]GenerateUpgradeModels(){
return new UpgradeModel[]{
new("Prismatic Range",980,0,new($"Ui[{Name}-PrismaticRangeIcon]"),0,0,0,"","Prismatic Range"),
new("Flux Vanes",1475,0,new($"Ui[{Name}-FluxVanesIcon]"),0,1,0,"","Flux Vanes"),
new("Prismatic Alignment",2450,0,new($"Ui[{Name}-PrismaticAlignmentIcon]"),0,2,0,"","Prismatic Alignment"),
new($"{Name}Destroyer",8500,0,new($"Ui[{Name}-DestroyerIcon]"),0,3,0,"",$"{Name}Destroyer"),
new("Mohandar",14500,0,new($"Ui[{Name}-MohandarIcon]"),0,4,0,"","Mohandar")
};
}
public override Dictionary<string,Il2CppSystem.Type>Components=>new(){{$"{Name}-Prefab",Il2CppType.Of<VoidRayCom>()},
{$"{Name}-DestroyerPrefab",Il2CppType.Of<VoidRayCom>()},{$"{Name}-MohandarPrefab",Il2CppType.Of<VoidRayCom>()}};
public override Dictionary<string,Il2CppSystem.Type>Beams=>new(){{$"{Name}-Beam",Il2CppType.Of<VoidRayBeam>()},
{$"{Name}-DestroyerBeam",Il2CppType.Of<VoidRayDestroyerBeam>()},{$"{Name}-MohandarBeam",Il2CppType.Of<VoidRayMohandarBeam>()}};
public override Dictionary<string,Tuple<string,int>>SpritePrefabLayers=>new(){{$"{Name}-BeamBounceSmall",
new("ProjectilesOverBloons",5)},{$"{Name}-BeamBounceMedium",new("ProjectilesOverBloons",5)},{$"{Name}-BeamBounceLarge",
new("ProjectilesOverBloons",5)}};
[RegisterTypeInIl2Cpp]
public class VoidRayBeam:SC2BeamCom{
public VoidRayBeam(IntPtr ptr):base(ptr){}
public override string Name=>$"{Name}-Beam";
public override Vector4 DarkColour=>new(0,0.5f,1,1);
public override Vector4 LightColour=>new(0,0.5f,1,1);
}
[RegisterTypeInIl2Cpp]
public class VoidRayDestroyerBeam:SC2BeamCom{
public VoidRayDestroyerBeam(IntPtr ptr):base(ptr){}
public override string Name=>$"{Name}-DestroyerBeam";
public override Vector4 DarkColour=>new(0.45f,0,0,1);
public override Vector4 LightColour=>new(0.75f,0,0,1);
public override Vector4 Colour=>new(0,0,0,1);
}
[RegisterTypeInIl2Cpp]
public class VoidRayMohandarBeam:SC2BeamCom{
public VoidRayMohandarBeam(IntPtr ptr):base(ptr){}
public override string Name=>$"{Name}-MohandarBeam";
public override Vector4 DarkColour=>new(1,0.501f,0,1);
public override Vector4 LightColour=>new(1,0.5196f,0,1);
}
[RegisterTypeInIl2Cpp]
public class VoidRayCom:MonoBehaviour{
public VoidRayCom(IntPtr ptr):base(ptr){}
public Animator Anim;
void Start(){
Anim=GetComponent<Animator>();
}
public float Weight=0;
public void Update(){
Weight=Anim.GetLayerWeight(1);
if(Weight<1.01f){
Anim.SetLayerWeight(1,Weight+0.02f);
}
}
}
public override int MaxTier=>5;
public override ShopTowerDetailsModel ShopDetails(){
ShopTowerDetailsModel details=gameModel.towerSet[0].Clone<ShopTowerDetailsModel>();
details.towerId=Name;
details.name=Name;
details.towerIndex=12;
details.pathOneMax=5;
details.pathTwoMax=0;
details.pathThreeMax=0;
return details;
}
public override Dictionary<string,string>Text=>new(){
{Name,"Void Ray"},
{UpgradeModels[3].name,"Destroyer"},
{$"{Name} Description","Flying Protoss craft, the first example of a Khalai and Nerazim design. Fires a high "
+"powered laser against bloons"},
{$"{UpgradeModels[0].name} Description","Refining the prismatic core more lets it fire further"},
{$"{UpgradeModels[1].name} Description","Better flux vanes allow for a faster attack"},
{$"{UpgradeModels[2].name} Description","Multiplies damage dealt to MOAB class bloons by 3"},
{$"{UpgradeModels[3].name} Description","Stolen Void Rays retrofitted with bloodshards instead of a "+
"prismatic core. Beam bounces to nearby targets"},
{$"{UpgradeModels[4].name} Description","Predecessor to the current Nerazim leader, Vorazun, deals huge damage against MOAB bloons"}
};
public override TowerModel[]GenerateTowerModels(){
return new TowerModel[]{
Base(),
PrismaticRange(),
FluxVanes(),
PrismaticAlignment(),
Destroyer(),
Mohandar()
};
}
public TowerModel Base(){
TowerModel voidRay=gameModel.GetTowerFromId("DartMonkey").Clone().Cast<TowerModel>();
voidRay.mods=new(0);
voidRay.name=Name;
voidRay.baseId=Name;
voidRay.towerSet=(TowerSet)2;
voidRay.cost=1500;
voidRay.tier=0;
voidRay.tiers=new[]{0,0,0};
voidRay.upgrades=new UpgradePathModel[]{new(UpgradeModels[0].name,$"{Name}-100")};
voidRay.range=50;
voidRay.display=new($"{Name}-Prefab");
voidRay.icon=new($"Ui[{Name}-Icon]");
voidRay.instaIcon=voidRay.icon;
voidRay.portrait=new($"Ui[{Name}-Portrait]");
DisplayModel display=voidRay.behaviors.GetModel<DisplayModel>();
display.positionOffset=new(0,0,100);
display.display=voidRay.display;
voidRay.areaTypes=FlyingAreaTypes;
List<Model>voidRayBehav=voidRay.behaviors.ToList();
voidRayBehav.Add(SelectedSoundModel.Clone<CreateSoundOnSelectedModel>());
AttackModel voidRayBeam=voidRayBehav.GetModel<AttackModel>();
voidRayBeam.range=voidRay.range;
voidRayBeam.offsetZ=100;
voidRayBeam.weapons[0]=gameModel.GetTowerFromId("BallOfLightTower").behaviors.GetModel<AttackModel>().weapons[0].
Clone<WeaponModel>();
WeaponModel voidRayBeamWeapon=voidRayBeam.weapons[0];
voidRayBeamWeapon.ejectY=21.5f;
LineProjectileEmissionModel voidRayBeamEmiss=voidRayBeamWeapon.emission.Cast<LineProjectileEmissionModel>();
voidRayBeamEmiss.useTowerRotation=true;
voidRayBeamEmiss.dontUseTowerPosition=true;
voidRayBeamEmiss.displayPath=new($"{Name}-Beam",new($"{Name}-Beam"));
voidRayBeamWeapon.projectile.behaviors.GetModel<DamageModel>().damage=1;
voidRay.behaviors=voidRayBehav.ToArray();
SetSounds(voidRay,$"{Name}-",true,true,true,false);
return voidRay;
}
public TowerModel PrismaticRange(){
TowerModel voidRay=Base().Clone<TowerModel>();
voidRay.name=$"{Name}-100";
voidRay.tier+=1;
voidRay.tiers[0]+=1;
voidRay.appliedUpgrades=new[]{UpgradeModels[0].name};
voidRay.range+=10;
voidRay.behaviors.GetModel<AttackModel>().range=voidRay.range;
voidRay.upgrades=new UpgradePathModel[]{new(UpgradeModels[1].name,$"{Name}-200")};
return voidRay;
}
public TowerModel FluxVanes(){
TowerModel voidRay=PrismaticRange().Clone<TowerModel>();
voidRay.name=$"{Name}-200";
voidRay.tier+=1;
voidRay.tiers[0]+=1;
voidRay.appliedUpgrades=new[]{UpgradeModels[0].name,UpgradeModels[1].name};
voidRay.behaviors.GetModel<AttackModel>().weapons[0].rate-=0.01f;
voidRay.upgrades=new UpgradePathModel[]{new(UpgradeModels[2].name,$"{Name}-300")};
return voidRay;
}
public TowerModel PrismaticAlignment(){
TowerModel voidRay=FluxVanes().Clone<TowerModel>();
voidRay.name=$"{Name}-300";
voidRay.tier+=1;
voidRay.tiers[0]+=1;
voidRay.appliedUpgrades=new[]{UpgradeModels[0].name,UpgradeModels[1].name,UpgradeModels[2].name};
voidRay.upgrades=new UpgradePathModel[]{new(UpgradeModels[3].name,$"{Name}-400")};
Il2CppReferenceArray<Model>voidRayBehav=voidRay.behaviors;
ProjectileModel beamProj=voidRay.behaviors.GetModel<AttackModel>().weapons[0].projectile;
List<Model>beamProjBehav=voidRay.behaviors.GetModel<AttackModel>().weapons[0].projectile.behaviors.ToList();
beamProjBehav.Add(new DamageModifierForTagModel("DmgForTagModel","Moabs",3,0,false,true));
beamProj.behaviors=beamProjBehav.ToArray();
SetUpgradeSounds(voidRayBehav.GetModel<CreateSoundOnUpgradeModel>(),$"{Name}-Destroyer");
return voidRay;
}
public TowerModel Destroyer(){
TowerModel voidRay=PrismaticAlignment().Clone<TowerModel>();
voidRay.name=$"{Name}-400";
voidRay.tier+=1;
voidRay.tiers[0]+=1;
voidRay.display=new($"{Name}-DestroyerPrefab");
voidRay.portrait=new($"Ui[{Name}-DestroyerPortrait]");
voidRay.appliedUpgrades=new[]{UpgradeModels[0].name,UpgradeModels[1].name,UpgradeModels[2].name,UpgradeModels[3].name};
voidRay.upgrades=new UpgradePathModel[]{new(UpgradeModels[4].name,$"{Name}-500")};
Il2CppReferenceArray<Model>voidRayBehav=voidRay.behaviors;
WeaponModel beamWeapon=voidRayBehav.GetModel<AttackModel>().weapons[0];
beamWeapon.emission.Cast<LineProjectileEmissionModel>().displayPath=new($"{Name}-DestroyerBeam",new($"{Name}-DestroyerBeam"));
ProjectileModel beamProj=beamWeapon.projectile;
List<Model>beamProjBehav=beamProj.behaviors.ToList();
beamProjBehav.Add(gameModel.GetTowerFromId("BombShooter").behaviors.GetModel<AttackModel>().weapons[0].projectile.behaviors.
GetModelClone<CreateProjectileOnContactModel>());
beamProjBehav.GetModel<CreateProjectileOnContactModel>().projectile=gameModel.GetTowerFromId("Druid-200").behaviors.
GetModel<AttackModel>().weapons[1].projectile.Clone<ProjectileModel>();
Il2CppReferenceArray<Model>beamBehav=beamProjBehav.GetModel<CreateProjectileOnContactModel>().projectile.behaviors;
LightningModel lightning=beamBehav.GetModel<LightningModel>();
lightning.splits=1;
lightning.splitRange=10;
beamBehav.GetModel<DamageModel>().damage+=1f;
CreateLightningEffectModel beamEffect=beamBehav.GetModel<CreateLightningEffectModel>();
beamEffect.lifeSpan=0.1f;
Il2CppReferenceArray<PrefabReference>beamEffectDisplays=beamEffect.displayPaths;
for(int i=0;i<beamEffectDisplays.Count();i++){
if(i>5){
beamEffectDisplays[i]=new($"{Name}-BeamBounceLarge");
continue;
}
if(i>2){
beamEffectDisplays[i]=new($"{Name}-BeamBounceMedium");
continue;
}
if(i>=0){
beamEffectDisplays[i]=new($"{Name}-BeamBounceSmall");
continue;
}
}
beamProj.behaviors=beamProjBehav.ToArray();
SetSounds(voidRay,$"{Name}-Destroyer",true,true,false,false);
SetUpgradeSounds(voidRayBehav.GetModel<CreateSoundOnUpgradeModel>(),$"{Name}-Mohandar");
return voidRay;
}
public TowerModel Mohandar(){
TowerModel voidRay=Destroyer().Clone<TowerModel>();
voidRay.name=$"{Name}-500";
voidRay.tier+=1;
voidRay.tiers[0]+=1;
voidRay.display=new($"{Name}-MohandarPrefab");
voidRay.portrait=new($"Ui[{Name}-MohandarPortrait]");
voidRay.appliedUpgrades=new[]{UpgradeModels[0].name,UpgradeModels[1].name,UpgradeModels[2].name,UpgradeModels[3].name,
UpgradeModels[4].name};
voidRay.upgrades=new(0);
Il2CppReferenceArray<Model>voidRayBehav=voidRay.behaviors;
WeaponModel beamWeapon=voidRayBehav.GetModel<AttackModel>().weapons[0];
beamWeapon.emission.Cast<LineProjectileEmissionModel>().displayPath=new($"{Name}-MohandarBeam",new($"{Name}-MohandarBeam"));
ProjectileModel beamProj=beamWeapon.projectile;
List<Model>beamProjBehav=beamProj.behaviors.ToList();
beamProjBehav.RemoveModel<CreateProjectileOnContactModel>();
beamProjBehav.GetModel<DamageModel>().damage=5;
beamProjBehav.GetModel<DamageModifierForTagModel>().damageMultiplier+=3;
beamProj.behaviors=beamProjBehav.ToArray();
voidRayBehav.GetModel<DisplayModel>().display=voidRay.display;
SetSounds(voidRay,$"{Name}-Mohandar",true,true,false,false);
return voidRay;
}
public override void Attack(Weapon weapon){
try{
VoidRayCom com=weapon.attack.tower.Node.graphic.GetComponent<VoidRayCom>();
if(com.Weight>-3){
com.Anim.SetLayerWeight(1,com.Weight-=0.1f);
}
}catch{}
}
}
}