r2mods/ilspy_dump/ror2_csproj/RoR2.Projectile/ProjectileMageFirewallWalke...

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2024-10-04 07:26:37 +00:00
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
namespace RoR2.Projectile;
[RequireComponent(typeof(ProjectileDamage))]
[RequireComponent(typeof(ProjectileController))]
public class ProjectileMageFirewallWalkerController : MonoBehaviour
{
public int totalProjectiles;
private int _projectileCounter;
public float dropInterval = 0.15f;
public GameObject firePillarPrefab;
public float pillarAngle = 45f;
public bool curveToCenter = true;
private float moveSign;
[Tooltip("Some consoles/etc run a different FixedUpdate timestep. This allows you to run an independent coroutine to get the timing right.")]
[SerializeField]
private bool DontUseFixedUpdateForProjectileSpawning;
private ProjectileController projectileController;
private ProjectileDamage projectileDamage;
private Vector3 lastCenterPosition;
private float timer;
private Vector3 currentPillarVector = Vector3.up;
private void Awake()
{
projectileController = GetComponent<ProjectileController>();
projectileDamage = GetComponent<ProjectileDamage>();
lastCenterPosition = base.transform.position;
timer = dropInterval / 2f;
moveSign = 1f;
}
private void Start()
{
if ((bool)projectileController.owner)
{
Vector3 position = projectileController.owner.transform.position;
Vector3 rhs = base.transform.position - position;
rhs.y = 0f;
if (rhs.x != 0f && rhs.z != 0f)
{
moveSign = Mathf.Sign(Vector3.Dot(base.transform.right, rhs));
}
}
UpdateDirections();
_projectileCounter = totalProjectiles;
if (DontUseFixedUpdateForProjectileSpawning)
{
StartCoroutine(ProcessProjectilesLoop());
}
}
private void UpdateDirections()
{
if (curveToCenter)
{
Vector3 vector = base.transform.position - lastCenterPosition;
vector.y = 0f;
if (vector.x != 0f && vector.z != 0f)
{
vector.Normalize();
Vector3 vector2 = Vector3.Cross(Vector3.up, vector);
base.transform.forward = vector2 * moveSign;
currentPillarVector = Quaternion.AngleAxis(pillarAngle, vector2) * Vector3.Cross(vector, vector2);
}
}
}
private IEnumerator ProcessProjectilesLoop()
{
yield return new WaitForSeconds(dropInterval / 2f);
while (base.gameObject.activeSelf)
{
HandleProjectileGeneration();
yield return new WaitForSeconds(dropInterval);
}
}
private void FixedUpdate()
{
if (!DontUseFixedUpdateForProjectileSpawning)
{
HandleProjectileGeneration();
}
}
private void HandleProjectileGeneration()
{
if ((bool)projectileController.owner)
{
lastCenterPosition = projectileController.owner.transform.position;
}
if (_projectileCounter <= 0)
{
return;
}
UpdateDirections();
if (!NetworkServer.active)
{
return;
}
timer -= Time.fixedDeltaTime;
if (timer <= 0f || DontUseFixedUpdateForProjectileSpawning)
{
timer = dropInterval;
_projectileCounter--;
if ((bool)firePillarPrefab)
{
ProjectileManager.instance.FireProjectile(firePillarPrefab, base.transform.position, Util.QuaternionSafeLookRotation(currentPillarVector), projectileController.owner, projectileDamage.damage, projectileDamage.force, projectileDamage.crit, projectileDamage.damageColorIndex);
}
}
}
}