115 lines
3.1 KiB
C#
115 lines
3.1 KiB
C#
|
using UnityEngine;
|
||
|
using UnityEngine.Events;
|
||
|
using UnityEngine.Networking;
|
||
|
|
||
|
namespace RoR2.Projectile;
|
||
|
|
||
|
[RequireComponent(typeof(ProjectileController))]
|
||
|
[RequireComponent(typeof(HitBoxGroup))]
|
||
|
public class ProjectileDotZone : MonoBehaviour, IProjectileImpactBehavior
|
||
|
{
|
||
|
private ProjectileController projectileController;
|
||
|
|
||
|
private ProjectileDamage projectileDamage;
|
||
|
|
||
|
public float damageCoefficient;
|
||
|
|
||
|
public AttackerFiltering attackerFiltering = AttackerFiltering.NeverHitSelf;
|
||
|
|
||
|
public GameObject impactEffect;
|
||
|
|
||
|
public Vector3 forceVector;
|
||
|
|
||
|
public float overlapProcCoefficient = 1f;
|
||
|
|
||
|
[Tooltip("The frequency (1/time) at which the overlap attack is tested. Higher values are more accurate but more expensive.")]
|
||
|
public float fireFrequency = 1f;
|
||
|
|
||
|
[Tooltip("The frequency (1/time) at which the overlap attack is reset. Higher values means more frequent ticks of damage.")]
|
||
|
public float resetFrequency = 20f;
|
||
|
|
||
|
public float lifetime = 30f;
|
||
|
|
||
|
[Tooltip("The event that runs at the start.")]
|
||
|
public UnityEvent onBegin;
|
||
|
|
||
|
[Tooltip("The event that runs at the start.")]
|
||
|
public UnityEvent onEnd;
|
||
|
|
||
|
private OverlapAttack attack;
|
||
|
|
||
|
private float fireStopwatch;
|
||
|
|
||
|
private float resetStopwatch;
|
||
|
|
||
|
private float totalStopwatch;
|
||
|
|
||
|
public string soundLoopString = "";
|
||
|
|
||
|
public string soundLoopStopString = "";
|
||
|
|
||
|
private void Start()
|
||
|
{
|
||
|
projectileController = GetComponent<ProjectileController>();
|
||
|
projectileDamage = GetComponent<ProjectileDamage>();
|
||
|
ResetOverlap();
|
||
|
onBegin.Invoke();
|
||
|
if (!string.IsNullOrEmpty(soundLoopString))
|
||
|
{
|
||
|
Util.PlaySound(soundLoopString, base.gameObject);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void ResetOverlap()
|
||
|
{
|
||
|
attack = new OverlapAttack();
|
||
|
attack.procChainMask = projectileController.procChainMask;
|
||
|
attack.procCoefficient = projectileController.procCoefficient * overlapProcCoefficient;
|
||
|
attack.attacker = projectileController.owner;
|
||
|
attack.inflictor = base.gameObject;
|
||
|
attack.teamIndex = projectileController.teamFilter.teamIndex;
|
||
|
attack.attackerFiltering = attackerFiltering;
|
||
|
attack.damage = damageCoefficient * projectileDamage.damage;
|
||
|
attack.forceVector = forceVector + projectileDamage.force * base.transform.forward;
|
||
|
attack.hitEffectPrefab = impactEffect;
|
||
|
attack.isCrit = projectileDamage.crit;
|
||
|
attack.damageColorIndex = projectileDamage.damageColorIndex;
|
||
|
attack.damageType = projectileDamage.damageType;
|
||
|
attack.hitBoxGroup = GetComponent<HitBoxGroup>();
|
||
|
}
|
||
|
|
||
|
public void OnProjectileImpact(ProjectileImpactInfo impactInfo)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public void FixedUpdate()
|
||
|
{
|
||
|
if (!NetworkServer.active)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
totalStopwatch += Time.fixedDeltaTime;
|
||
|
resetStopwatch += Time.fixedDeltaTime;
|
||
|
fireStopwatch += Time.fixedDeltaTime;
|
||
|
if (resetStopwatch >= 1f / resetFrequency)
|
||
|
{
|
||
|
ResetOverlap();
|
||
|
resetStopwatch -= 1f / resetFrequency;
|
||
|
}
|
||
|
if (fireStopwatch >= 1f / fireFrequency)
|
||
|
{
|
||
|
attack.Fire();
|
||
|
fireStopwatch -= 1f / fireFrequency;
|
||
|
}
|
||
|
if (lifetime > 0f && totalStopwatch >= lifetime)
|
||
|
{
|
||
|
onEnd.Invoke();
|
||
|
if (!string.IsNullOrEmpty(soundLoopStopString))
|
||
|
{
|
||
|
Util.PlaySound(soundLoopStopString, base.gameObject);
|
||
|
}
|
||
|
Object.Destroy(base.gameObject);
|
||
|
}
|
||
|
}
|
||
|
}
|