r2mods/ilspy_dump/ror2_csproj/RoR2.Orbs/DevilOrb.cs

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2024-10-04 07:26:37 +00:00
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace RoR2.Orbs;
public class DevilOrb : Orb
{
public enum EffectType
{
Skull,
Wisp
}
private const float speed = 30f;
public float damageValue;
public GameObject attacker;
public TeamIndex teamIndex;
public bool isCrit;
public float scale;
public ProcChainMask procChainMask;
public float procCoefficient = 0.2f;
public DamageColorIndex damageColorIndex;
public EffectType effectType;
public override void Begin()
{
base.duration = base.distanceToTarget / 30f;
EffectData effectData = new EffectData
{
scale = scale,
origin = origin,
genericFloat = base.duration
};
effectData.SetHurtBoxReference(target);
GameObject effectPrefab = null;
switch (effectType)
{
case EffectType.Skull:
effectPrefab = OrbStorageUtility.Get("Prefabs/Effects/OrbEffects/DevilOrbEffect");
break;
case EffectType.Wisp:
effectPrefab = OrbStorageUtility.Get("Prefabs/Effects/OrbEffects/WispOrbEffect");
break;
}
EffectManager.SpawnEffect(effectPrefab, effectData, transmit: true);
}
public override void OnArrival()
{
if ((bool)target)
{
HealthComponent healthComponent = target.healthComponent;
if ((bool)healthComponent)
{
DamageInfo damageInfo = new DamageInfo();
damageInfo.damage = damageValue;
damageInfo.attacker = attacker;
damageInfo.inflictor = null;
damageInfo.force = Vector3.zero;
damageInfo.crit = isCrit;
damageInfo.procChainMask = procChainMask;
damageInfo.procCoefficient = procCoefficient;
damageInfo.position = target.transform.position;
damageInfo.damageColorIndex = damageColorIndex;
healthComponent.TakeDamage(damageInfo);
GlobalEventManager.instance.OnHitEnemy(damageInfo, healthComponent.gameObject);
GlobalEventManager.instance.OnHitAll(damageInfo, healthComponent.gameObject);
}
}
}
public HurtBox PickNextTarget(Vector3 position, float range)
{
BullseyeSearch bullseyeSearch = new BullseyeSearch();
bullseyeSearch.searchOrigin = position;
bullseyeSearch.searchDirection = Vector3.zero;
bullseyeSearch.teamMaskFilter = TeamMask.allButNeutral;
bullseyeSearch.teamMaskFilter.RemoveTeam(teamIndex);
bullseyeSearch.filterByLoS = false;
bullseyeSearch.sortMode = BullseyeSearch.SortMode.Distance;
bullseyeSearch.maxDistanceFilter = range;
bullseyeSearch.RefreshCandidates();
List<HurtBox> list = bullseyeSearch.GetResults().ToList();
if (list.Count <= 0)
{
return null;
}
return list[Random.Range(0, list.Count)];
}
}