r2mods/ilspy_dump/ror2_csproj/RoR2.Projectile/ProjectileMageFirewallContr...

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2024-10-04 07:26:37 +00:00
using UnityEngine;
namespace RoR2.Projectile;
[RequireComponent(typeof(ProjectileController))]
[RequireComponent(typeof(ProjectileDamage))]
public class ProjectileMageFirewallController : MonoBehaviour, IProjectileImpactBehavior
{
public GameObject walkerPrefab;
private ProjectileController projectileController;
private ProjectileDamage projectileDamage;
private bool consumed;
private void Awake()
{
projectileController = GetComponent<ProjectileController>();
projectileDamage = GetComponent<ProjectileDamage>();
}
void IProjectileImpactBehavior.OnProjectileImpact(ProjectileImpactInfo impactInfo)
{
if (!consumed)
{
consumed = true;
CreateWalkers();
Object.Destroy(base.gameObject);
}
}
private void CreateWalkers()
{
Vector3 forward = base.transform.forward;
forward.y = 0f;
forward.Normalize();
Vector3 vector = Vector3.Cross(Vector3.up, forward);
ProjectileManager.instance.FireProjectile(walkerPrefab, base.transform.position + Vector3.up, Util.QuaternionSafeLookRotation(vector), projectileController.owner, projectileDamage.damage, projectileDamage.force, projectileDamage.crit, projectileDamage.damageColorIndex);
ProjectileManager.instance.FireProjectile(walkerPrefab, base.transform.position + Vector3.up, Util.QuaternionSafeLookRotation(-vector), projectileController.owner, projectileDamage.damage, projectileDamage.force, projectileDamage.crit, projectileDamage.damageColorIndex);
}
}