122 lines
3.3 KiB
C#
122 lines
3.3 KiB
C#
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 ChainGunOrb : GenericDamageOrb
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{
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private GameObject orbEffectPrefab;
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public int bouncesRemaining;
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public float bounceRange = 20f;
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public float damageCoefficientPerBounce = 1f;
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public int targetsToFindPerBounce = 1;
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public bool canBounceOnSameTarget;
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private List<HealthComponent> bouncedObjects;
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private BullseyeSearch search;
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public ChainGunOrb(GameObject orbEffectObject)
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{
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orbEffectPrefab = orbEffectObject;
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bouncedObjects = new List<HealthComponent>();
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}
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protected override GameObject GetOrbEffect()
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{
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return orbEffectPrefab;
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}
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public override void OnArrival()
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{
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if (!target)
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{
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return;
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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.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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damageInfo.damageType = damageType;
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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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if (bouncesRemaining <= 0)
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{
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return;
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}
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for (int i = 0; i < targetsToFindPerBounce; i++)
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{
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if (bouncedObjects != null)
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{
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if (canBounceOnSameTarget)
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{
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bouncedObjects.Clear();
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}
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bouncedObjects.Add(target.healthComponent);
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}
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HurtBox hurtBox = PickNextTarget(target.transform.position);
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if ((bool)hurtBox)
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{
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ChainGunOrb chainGunOrb = new ChainGunOrb(orbEffectPrefab);
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chainGunOrb.search = search;
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chainGunOrb.origin = target.transform.position;
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chainGunOrb.target = hurtBox;
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chainGunOrb.attacker = attacker;
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chainGunOrb.teamIndex = teamIndex;
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chainGunOrb.damageValue = damageValue * damageCoefficientPerBounce;
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chainGunOrb.bouncesRemaining = bouncesRemaining - 1;
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chainGunOrb.isCrit = isCrit;
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chainGunOrb.bouncedObjects = bouncedObjects;
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chainGunOrb.procChainMask = procChainMask;
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chainGunOrb.procCoefficient = procCoefficient;
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chainGunOrb.damageColorIndex = damageColorIndex;
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chainGunOrb.damageCoefficientPerBounce = damageCoefficientPerBounce;
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chainGunOrb.speed = speed;
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chainGunOrb.bounceRange = bounceRange;
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chainGunOrb.damageType = damageType;
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OrbManager.instance.AddOrb(chainGunOrb);
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}
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}
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}
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public HurtBox PickNextTarget(Vector3 position)
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{
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if (search == null)
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{
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search = new BullseyeSearch();
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}
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search.searchOrigin = position;
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search.searchDirection = Vector3.zero;
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search.teamMaskFilter = TeamMask.allButNeutral;
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search.teamMaskFilter.RemoveTeam(teamIndex);
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search.filterByLoS = false;
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search.sortMode = BullseyeSearch.SortMode.Distance;
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search.maxDistanceFilter = bounceRange;
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search.RefreshCandidates();
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HurtBox hurtBox = (from v in search.GetResults()
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where !bouncedObjects.Contains(v.healthComponent)
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select v).FirstOrDefault();
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if ((bool)hurtBox)
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{
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bouncedObjects.Add(hurtBox.healthComponent);
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}
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return hurtBox;
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}
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}
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