Added in a gun manager for easier assignment of guns. Also added in heatwave a gun that spawns fire like crazy.
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@ -23,7 +23,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCGuns
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/// <summary>
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/// The projectile this gun uses.
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/// </summary>
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private SSCProjectile _projectile;
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public SSCProjectile _projectile;
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/// <summary>
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/// The sprite for the gun.
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/// </summary>
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@ -101,6 +101,11 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCGuns
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}
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}
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public SSCGun()
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{
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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@ -251,5 +256,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCGuns
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{
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return this.hasAmmo && this.remainingFiringDelay <= 0 && this.isReloading == false; //Could remove the isReloding condition and do guns like revolvers.
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}
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public virtual SSCGun getCopy()
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{
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return new SSCGun(new AnimatedSprite(this.sprite.name, this.Position, new AnimationManager(this.sprite.animation.objectTexture, this.sprite.animation.defaultDrawFrame, this.sprite.animation.animations, this.sprite.animation.currentAnimationName), this.sprite.color), this._projectile, this.maxAmmo, this.firingDelay, this.reloadSpeed, this.consumesXAmmoPerShot);
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}
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}
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}
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@ -0,0 +1,48 @@
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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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using Microsoft.Xna.Framework;
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using Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCStatusEffects;
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using StardustCore.Animations;
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namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCGuns
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{
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public class SSCGunManager
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{
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public Dictionary<string, SSCGun> guns;
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public SSCGunManager()
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{
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this.guns = new Dictionary<string, SSCGun>();
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this.guns.Add("Default", new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun", Vector2.Zero, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White), SeasideScramble.self.entities.projectiles.getDefaultProjectile(this, Vector2.Zero, Vector2.Zero, 4f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300), 10, 1000, 3000));
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this.guns.Add("HeatWave", new SSCGuns.SSCGun_HeatWave(new StardustCore.Animations.AnimatedSprite("HeatWave", Vector2.Zero, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 18, 16)), Color.Red), SeasideScramble.self.entities.projectiles.getFireProjectile(this, Vector2.Zero, Vector2.Zero, 1.5f, new Rectangle(0, 0, 18, 16), Color.White, 3f, 3, SE_Burn.SpawnBurnEffect(Vector2.Zero, 3 * 1000, 1000, 1.00d, 2),150), 20, 200, 5000));
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}
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/// <summary>
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/// Gets a gun from the list of made guns.
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public SSCGun getGun(string name)
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{
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if (this.guns.ContainsKey(name))
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{
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return this.guns[name].getCopy();
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}
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else
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{
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return null;
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}
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}
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public SSCGun getDefaultGun()
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{
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return this.getGun("Default");
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}
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}
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}
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@ -0,0 +1,39 @@
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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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using Microsoft.Xna.Framework;
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using Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles;
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using StardustCore.Animations;
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namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCGuns
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{
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public class SSCGun_HeatWave:SSCGun
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{
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public SSCGun_HeatWave(AnimatedSprite Sprite, SSCProjectile Projectile, int MaxAmmo, double FiringRate, double ReloadSpeed, int ConsumesXAmmo = 1):base(Sprite,Projectile,MaxAmmo,FiringRate,ReloadSpeed,ConsumesXAmmo)
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{
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}
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public override void tryToShoot(Vector2 Position, Vector2 Direction)
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{
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if (this.hasAmmo == false)
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{
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this.startReload();
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return;
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}
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if (this.canShoot())
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{
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this.shoot(Position, Direction);
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StardewValley.Game1.playSound("fireball");
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//StardewValley.Game1.playSound("Cowboy_gunshot");
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}
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}
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public override SSCGun getCopy()
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{
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return new SSCGun_HeatWave(new AnimatedSprite(this.sprite.name, this.Position, new AnimationManager(this.sprite.animation.objectTexture, this.sprite.animation.defaultDrawFrame, this.sprite.animation.animations, this.sprite.animation.currentAnimationName), this.sprite.color), this._projectile, this.maxAmmo, this.firingDelay, this.reloadSpeed, this.consumesXAmmoPerShot);
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}
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}
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}
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@ -20,7 +20,8 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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/// <summary>
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/// TODO:
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/// Force maps to all have the same layers as SDV maps so we can draw different things on a map.
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///
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/// Add player respawn timer in to shooting gallery mode.
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/// Reduce player Max HP to 10?
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/// </summary>
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/*
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* Back: Terrain, water, and basic features (like permanent paths).
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@ -216,7 +216,8 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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}
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this.mouseSensitivity = new Vector2(3f, 3f);
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this.gun = new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun", this.position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White), SeasideScramble.self.entities.projectiles.getDefaultProjectile(this, this.position, Vector2.Zero, 4f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300), 10, 1000, 3000);
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this.getNewGun(SeasideScramble.self.guns.getGun("HeatWave")); //new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun", this.position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White), SeasideScramble.self.entities.projectiles.getDefaultProjectile(this, this.position, Vector2.Zero, 4f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300), 10, 1000, 3000);
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this.hitBox = new Rectangle((int)this.position.X, (int)this.position.Y, 64, 64);
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@ -243,6 +244,8 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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this.statusEffects = new SSCStatusEffects.StatusEffectManager(this);
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}
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/// <summary>
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/// Sets the color for the player.
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/// </summary>
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@ -308,6 +311,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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if (this.currentHealth < 0) this.currentHealth = 0;
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this.gun.update(Time);
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this.updateGunPosition();
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this.HUD.update(Time);
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this.statusEffects.update(Time);
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@ -694,5 +698,19 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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}
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public void getNewGun(SSCGuns.SSCGun gun)
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{
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this.gun = gun;
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//this.gun.Projectile.position = this.position;
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this.gun.Position = this.position;
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this.gun.Projectile.owner = this;
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}
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public void updateGunPosition()
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{
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this.gun.Projectile.position = this.position;
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this.gun.Position = this.position;
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}
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}
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}
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@ -47,6 +47,8 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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set
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{
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this.sprite.position = value;
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this.hitBox.X =(int) this.sprite.position.X;
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this.hitBox.Y = (int)this.sprite.position.Y;
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}
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}
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/// <summary>
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@ -142,6 +144,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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{
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if (this.currentLifeSpan <= 0)
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{
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//ModCore.log("Lifespan is over!");
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this.die();
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}
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else
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@ -201,6 +204,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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{
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if (this.hasOwner())
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{
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//ModCore.log("Has an owner!");
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if (this.owner == other)
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{
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//ModCore.log("Can't get hit by own projectile.");
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@ -214,6 +218,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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}
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}
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}
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//ModCore.log("COllision!!!!");
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this.collisionLogic();
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}
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@ -234,7 +239,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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public virtual void spawnClone(Vector2 position,Vector2 direction)
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{
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//AnimatedSprite newSprite = new AnimatedSprite(this.sprite.name, position, new AnimationManager(this.sprite.animation.objectTexture.Copy(), this.sprite.animation.defaultDrawFrame), this.color);
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SSCProjectile basic = new SSCProjectile(this.owner, new AnimatedSprite("DefaultProjectile", position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Projectiles", "Basic"), new Animation(0, 0, 4, 4)), this.color), new Rectangle(this.hitBox.X,this.hitBox.Y,this.hitBox.Width,this.hitBox.Height), position, direction, this.speed, this.maxLifeSpan, this.scale,this.damage);
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SSCProjectile basic = new SSCProjectile(this.owner, new AnimatedSprite("DefaultProjectile", position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Projectiles", "Basic"), new Animation(0, 0, 4, 4)), this.color), new Rectangle(this.hitBox.X,this.hitBox.Y,this.hitBox.Width,this.hitBox.Height), position, direction, this.speed, this.maxLifeSpan, this.scale,this.damage,this.effect);
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SeasideScramble.self.entities.projectiles.addProjectile(basic);
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}
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}
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@ -5,6 +5,7 @@ using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using StardustCore.Animations;
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namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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{
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Vector2 mapSize = SeasideScramble.self.currentMap.getPixelSize();
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if (p.position.X > mapSize.X * 2 || p.position.X < -mapSize.X || p.position.Y > mapSize.Y * 2 || p.position.Y < -mapSize.Y)
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{
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//ModCore.log("Clean up projectile. Position is: " + p.position);
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this.deleteProjectile(p);
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}
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}
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return basic;
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}
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public void spawnFireProjectile(object Owner, Vector2 Position, Vector2 Direction, float Speed, Rectangle HitBox, Color Color, float Scale,int Damage,SSCStatusEffects.SE_Burn BurnEffect ,int LifeSpan = 300)
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{
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SSC_FireProjectile basic = new SSC_FireProjectile(Owner, new AnimatedSprite("FireProjectile", Position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Projectiles", "Fire"), new Animation(0, 0, 4, 4)), Color), new Rectangle(HitBox.X, HitBox.Y, HitBox.Width, HitBox.Height), Position, Direction, Speed, LifeSpan, Scale, Damage, BurnEffect);
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this.addProjectile(basic);
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}
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public SSCProjectile getFireProjectile(object Owner, Vector2 Position, Vector2 Direction, float Speed, Rectangle HitBox, Color Color, float Scale,int Damage, SSCStatusEffects.SE_Burn BurnEffect, int LifeSpan = 150)
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{
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SSC_FireProjectile basic = new SSC_FireProjectile(Owner, new AnimatedSprite("FireProjectile", Position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Projectiles", "Fire"), new Animation(0, 0, 4, 4)), Color), new Rectangle(HitBox.X, HitBox.Y, HitBox.Width, HitBox.Height), Position, Direction, Speed, LifeSpan, Scale, Damage,BurnEffect);
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return basic;
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}
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#endregion
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}
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}
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@ -0,0 +1,29 @@
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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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using Microsoft.Xna.Framework;
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using StardustCore.Animations;
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namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCProjectiles
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{
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public class SSC_FireProjectile: SSCProjectile
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{
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public SSC_FireProjectile()
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{
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}
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public SSC_FireProjectile(object Owner, AnimatedSprite Sprite, Rectangle HitBox, Vector2 Position, Vector2 Direction, float Speed, int LifeSpan, float Scale, int damage, SSCStatusEffects.StatusEffect Effect = null):base(Owner,Sprite,HitBox,Position,Direction,Speed,LifeSpan,Scale,damage,Effect)
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{
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}
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public override void spawnClone(Vector2 position, Vector2 direction)
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{
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//AnimatedSprite newSprite = new AnimatedSprite(this.sprite.name, position, new AnimationManager(this.sprite.animation.objectTexture.Copy(), this.sprite.animation.defaultDrawFrame), this.color);
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SSC_FireProjectile basic = new SSC_FireProjectile(this.owner, new AnimatedSprite("FireProjectile", position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Projectiles", "Fire"), new Animation(0, 0, 18, 16)), this.color), new Rectangle((int)this.position.X, (int)this.position.Y, this.hitBox.Width, this.hitBox.Height), position, direction, this.speed, this.maxLifeSpan, this.scale, this.damage,this.effect);
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SeasideScramble.self.entities.projectiles.addProjectile(basic);
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}
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}
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}
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@ -62,6 +62,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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public Vector2 oldMousePosition;
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public SSCEntities.SSCEntityManager entities;
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public SSCGuns.SSCGunManager guns;
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public SSCFonts.SSCFont gameFont;
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this.oldMousePosition = new Vector2(Game1.getMousePosition().X, Game1.getMousePosition().Y);
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this.gameFont = new SSCFonts.SSCFont(new SSCFonts.SSCFontCharacterSheet());
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this.guns = new SSCGuns.SSCGunManager();
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}
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public SSCPlayer getPlayer(SSCEnums.PlayerID id)
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@ -254,7 +256,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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}
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if(Mode== SSCEnums.SSCGameMode.ShootingGallery)
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{
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this.friendlyFireEnabled = false;
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this.friendlyFireEnabled = true;
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}
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if(Mode== SSCEnums.SSCGameMode.PVP)
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@ -71,6 +71,8 @@
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\Interfaces\ISSCLivingEntity.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SeasideScramble.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCEntities\Generic\SignPost.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCGuns\SSCGunManager.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCGuns\SSCGun_HeatWave.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCMaps\SeasideScrambleMap.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCCamera.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCEnemies\EnemyManager.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCPlayer.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCProjectiles\SSCProjectile.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCProjectiles\SSCProjectileManager.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCProjectiles\SSC_FireProjectile.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\SE_Burn.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\StatusEffect.cs" />
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<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\StatusEffectManager.cs" />
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<Content Include="Content\Minigames\SeasideScramble\Graphics\Projectiles\Basic.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\Projectiles\Fire.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\BlankTexture.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Buttons\AButton.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Buttons\BackButton.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Buttons\lastPageButton.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Buttons\MouseClick.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Buttons\nextPageButton.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Buttons\ShootingGalleryButton.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Clock.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Cursors.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\DialogBox.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Heart.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\0.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\1.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\2.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\3.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\4.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\5.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\6.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\7.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\8.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Numbers\9.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\StatusEffects\Burn.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
|
|
Loading…
Reference in New Issue