66 lines
1.8 KiB
C#
66 lines
1.8 KiB
C#
using UnityEngine;
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using UnityEngine.Networking;
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namespace RoR2.Projectile;
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public class ProjectileFireChildren : MonoBehaviour
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{
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public float duration = 5f;
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public int count = 5;
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public GameObject childProjectilePrefab;
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private float timer;
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private float nextSpawnTimer;
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public float childDamageCoefficient = 1f;
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public float childProcCoefficient = 1f;
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private ProjectileDamage projectileDamage;
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private ProjectileController projectileController;
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public bool ignoreParentForChainController;
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private void Start()
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{
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projectileDamage = GetComponent<ProjectileDamage>();
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projectileController = GetComponent<ProjectileController>();
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}
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private void Update()
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{
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timer += Time.deltaTime;
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nextSpawnTimer += Time.deltaTime;
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if (timer >= duration)
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{
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Object.Destroy(base.gameObject);
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}
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if (nextSpawnTimer >= duration / (float)count)
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{
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nextSpawnTimer -= duration / (float)count;
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GameObject obj = Object.Instantiate(childProjectilePrefab, base.transform.position, Util.QuaternionSafeLookRotation(base.transform.forward));
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ProjectileController component = obj.GetComponent<ProjectileController>();
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if ((bool)component)
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{
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component.procChainMask = projectileController.procChainMask;
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component.procCoefficient = projectileController.procCoefficient * childProcCoefficient;
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component.Networkowner = projectileController.owner;
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}
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obj.GetComponent<TeamFilter>().teamIndex = GetComponent<TeamFilter>().teamIndex;
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ProjectileDamage component2 = obj.GetComponent<ProjectileDamage>();
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if ((bool)component2)
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{
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component2.damage = projectileDamage.damage * childDamageCoefficient;
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component2.crit = projectileDamage.crit;
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component2.force = projectileDamage.force;
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component2.damageColorIndex = projectileDamage.damageColorIndex;
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}
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NetworkServer.Spawn(obj);
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}
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}
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}
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