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