using UnityEngine; using UnityEngine.Networking; namespace RoR2.Projectile; [RequireComponent(typeof(TeamFilter))] public class ProjectileControllerTrigger : ProjectileController { public void OnTriggerEnter(Collider collider) { if (NetworkServer.active && canImpactOnTrigger) { Vector3 vector = Vector3.zero; if ((bool)rigidbody) { vector = rigidbody.velocity; } ProjectileImpactInfo projectileImpactInfo = default(ProjectileImpactInfo); projectileImpactInfo.collider = collider; projectileImpactInfo.estimatedPointOfImpact = base.transform.position; projectileImpactInfo.estimatedImpactNormal = -vector.normalized; ProjectileImpactInfo impactInfo = projectileImpactInfo; IProjectileImpactBehavior[] components = GetComponents(); for (int i = 0; i < components.Length; i++) { components[i].OnProjectileImpact(impactInfo); } } } private void UNetVersion() { } public override bool OnSerialize(NetworkWriter writer, bool forceAll) { bool flag = base.OnSerialize(writer, forceAll); bool flag2 = default(bool); return flag2 || flag; } public override void OnDeserialize(NetworkReader reader, bool initialState) { base.OnDeserialize(reader, initialState); } public override void PreStartClient() { base.PreStartClient(); } }