59 lines
1.4 KiB
C#
59 lines
1.4 KiB
C#
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using UnityEngine;
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using UnityEngine.Networking;
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namespace RoR2.Projectile;
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[RequireComponent(typeof(ProjectileDamage))]
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[RequireComponent(typeof(ProjectileController))]
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public class ProjectileIntervalOverlapAttack : MonoBehaviour
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{
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public HitBoxGroup hitBoxGroup;
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public float interval;
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public float damageCoefficient = 1f;
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private float countdown;
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private ProjectileController projectileController;
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private ProjectileDamage projectileDamage;
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private void Awake()
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{
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projectileController = GetComponent<ProjectileController>();
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projectileDamage = GetComponent<ProjectileDamage>();
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}
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private void Start()
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{
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countdown = 0f;
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}
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private void FixedUpdate()
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{
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if (!NetworkServer.active)
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{
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return;
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}
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countdown -= Time.fixedDeltaTime;
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if (countdown <= 0f)
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{
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countdown += interval;
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if ((bool)hitBoxGroup)
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{
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OverlapAttack overlapAttack = new OverlapAttack();
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overlapAttack.attacker = projectileController.owner;
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overlapAttack.inflictor = base.gameObject;
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overlapAttack.teamIndex = projectileController.teamFilter.teamIndex;
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overlapAttack.damage = projectileDamage.damage * damageCoefficient;
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overlapAttack.hitBoxGroup = hitBoxGroup;
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overlapAttack.isCrit = projectileDamage.crit;
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overlapAttack.procCoefficient = 0f;
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overlapAttack.damageType = projectileDamage.damageType;
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overlapAttack.Fire();
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}
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}
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}
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}
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