r2mods/ilspy_dump/ror2_csproj/RoR2/HurtBoxGroup.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using UnityEngine;
namespace RoR2;
public class HurtBoxGroup : MonoBehaviour, ILifeBehavior
{
public class VolumeDistribution
{
private HurtBox[] hurtBoxes;
public float totalVolume { get; private set; }
public Vector3 randomVolumePoint
{
get
{
float num = UnityEngine.Random.Range(0f, totalVolume);
HurtBox hurtBox = hurtBoxes[0];
float num2 = 0f;
for (int i = 0; i < hurtBoxes.Length; i++)
{
num2 += hurtBoxes[i].volume;
if (num2 <= num)
{
hurtBox = hurtBoxes[i];
break;
}
}
return hurtBox.randomVolumePoint;
}
}
public VolumeDistribution(HurtBox[] hurtBoxes)
{
totalVolume = 0f;
for (int i = 0; i < hurtBoxes.Length; i++)
{
totalVolume += hurtBoxes[i].volume;
}
this.hurtBoxes = (HurtBox[])hurtBoxes.Clone();
}
}
[Tooltip("The hurtboxes in this group. This really shouldn't be set manually.")]
public HurtBox[] hurtBoxes;
[Tooltip("The most important hurtbox in this group, usually a good center-of-mass target like the chest.")]
public HurtBox mainHurtBox;
[HideInInspector]
public int bullseyeCount;
private int _hurtBoxesDeactivatorCounter;
public int hurtBoxesDeactivatorCounter
{
get
{
return _hurtBoxesDeactivatorCounter;
}
set
{
bool num = _hurtBoxesDeactivatorCounter <= 0;
bool flag = value <= 0;
_hurtBoxesDeactivatorCounter = value;
if (num != flag)
{
SetHurtboxesActive(flag);
}
}
}
public void OnDeathStart()
{
int num = hurtBoxesDeactivatorCounter + 1;
hurtBoxesDeactivatorCounter = num;
}
private void SetHurtboxesActive(bool active)
{
for (int i = 0; i < hurtBoxes.Length; i++)
{
hurtBoxes[i].gameObject.SetActive(active);
}
}
public void OnValidate()
{
int num = 0;
if (hurtBoxes == null)
{
hurtBoxes = Array.Empty<HurtBox>();
}
for (short num2 = 0; num2 < hurtBoxes.Length; num2++)
{
if (!hurtBoxes[num2])
{
Debug.LogWarningFormat("Object {0} HurtBoxGroup hurtbox #{1} is missing.", Util.GetGameObjectHierarchyName(base.gameObject), num2);
}
else
{
hurtBoxes[num2].hurtBoxGroup = this;
hurtBoxes[num2].indexInGroup = num2;
if (hurtBoxes[num2].isBullseye)
{
num++;
}
}
}
if (bullseyeCount != num)
{
bullseyeCount = num;
}
if (!mainHurtBox)
{
IEnumerable<HurtBox> source = from v in hurtBoxes
where v
where v.isBullseye
select v;
IEnumerable<HurtBox> source2 = source.Where((HurtBox v) => v.transform.parent.name.ToLower(CultureInfo.InvariantCulture) == "chest");
mainHurtBox = source2.FirstOrDefault() ?? source.FirstOrDefault();
}
}
public VolumeDistribution GetVolumeDistribution()
{
return new VolumeDistribution(hurtBoxes);
}
}