68 lines
1.6 KiB
C#
68 lines
1.6 KiB
C#
using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Gup;
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public class BaseSplitDeath : GenericCharacterDeath
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{
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[SerializeField]
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public CharacterSpawnCard characterSpawnCard;
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[SerializeField]
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public int spawnCount;
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[SerializeField]
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public float deathDelay;
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[SerializeField]
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public float moneyMultiplier;
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public static float spawnRadiusCoefficient = 0.5f;
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public static GameObject deathEffectPrefab;
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private bool hasDied;
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public override void OnEnter()
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{
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base.OnEnter();
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (!(base.fixedAge > deathDelay) || hasDied)
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{
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return;
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}
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hasDied = true;
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if (NetworkServer.active)
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{
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EffectManager.SpawnEffect(deathEffectPrefab, new EffectData
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{
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origin = base.characterBody.corePosition,
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scale = base.characterBody.radius
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}, transmit: true);
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if ((bool)characterSpawnCard && spawnCount > 0 && (ulong)(base.healthComponent.killingDamageType & (DamageType.VoidDeath | DamageType.OutOfBounds)) == 0L)
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{
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BodySplitter bodySplitter = new BodySplitter();
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bodySplitter.body = base.characterBody;
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bodySplitter.masterSummon.masterPrefab = characterSpawnCard.prefab;
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bodySplitter.count = spawnCount;
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bodySplitter.splinterInitialVelocityLocal = new Vector3(0f, 20f, 10f);
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bodySplitter.minSpawnCircleRadius = base.characterBody.radius * spawnRadiusCoefficient;
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bodySplitter.moneyMultiplier = moneyMultiplier;
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bodySplitter.Perform();
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}
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DestroyBodyAsapServer();
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}
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}
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public override void OnExit()
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{
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DestroyModel();
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base.OnExit();
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}
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}
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