148 lines
3.8 KiB
C#
148 lines
3.8 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Networking;
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namespace RoR2.Projectile;
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[RequireComponent(typeof(ProjectileDamage))]
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[RequireComponent(typeof(ProjectileController))]
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[RequireComponent(typeof(HitBoxGroup))]
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public class ProjectileOverlapAttack : MonoBehaviour, IProjectileImpactBehavior
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{
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private ProjectileController projectileController;
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private ProjectileDamage projectileDamage;
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public float damageCoefficient;
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public GameObject impactEffect;
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public Vector3 forceVector;
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public float overlapProcCoefficient = 1f;
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public int maximumOverlapTargets = 100;
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public UnityEvent onServerHit;
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private OverlapAttack attack;
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public float fireFrequency = 60f;
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[Tooltip("If non-negative, the attack clears its hit memory at the specified interval.")]
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public float resetInterval = -1f;
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private float resetTimer;
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public bool requireDelayOnePhysicsFrame;
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[Header("Velocity Scaling")]
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public bool ScaleWithVelocity;
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public Rigidbody ScaleVelocitySource;
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private Vector3[] HitboxOriginalScales;
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private Transform[] HitboxTransforms;
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public Vector3 ScaleWithVelocityAxis = new Vector3(0f, 0f, 1f);
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private float fireTimer;
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private void Start()
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{
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projectileController = GetComponent<ProjectileController>();
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projectileDamage = GetComponent<ProjectileDamage>();
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attack = new OverlapAttack();
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attack.procChainMask = projectileController.procChainMask;
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attack.procCoefficient = projectileController.procCoefficient * overlapProcCoefficient;
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attack.attacker = projectileController.owner;
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attack.inflictor = base.gameObject;
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attack.teamIndex = projectileController.teamFilter.teamIndex;
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attack.damage = damageCoefficient * projectileDamage.damage;
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attack.forceVector = forceVector + projectileDamage.force * base.transform.forward;
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attack.hitEffectPrefab = impactEffect;
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attack.isCrit = projectileDamage.crit;
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attack.damageColorIndex = projectileDamage.damageColorIndex;
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attack.damageType = projectileDamage.damageType;
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attack.procChainMask = projectileController.procChainMask;
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attack.maximumOverlapTargets = maximumOverlapTargets;
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attack.hitBoxGroup = GetComponent<HitBoxGroup>();
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int num = attack.hitBoxGroup.hitBoxes.Length;
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HitboxOriginalScales = new Vector3[num];
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HitboxTransforms = new Transform[num];
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for (int i = 0; i < num; i++)
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{
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HitboxTransforms[i] = attack.hitBoxGroup.hitBoxes[i].transform;
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HitboxOriginalScales[i] = HitboxTransforms[i].localScale;
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}
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}
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public void OnProjectileImpact(ProjectileImpactInfo impactInfo)
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{
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}
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private void FixedUpdate()
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{
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MyFixedUpdate(Time.fixedDeltaTime);
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}
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public void MyFixedUpdate(float deltaTime)
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{
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if (!((!(projectileController != null)) ? NetworkServer.active : projectileController.CanProcessCollisionEvents()))
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{
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return;
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}
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if (resetInterval >= 0f)
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{
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resetTimer -= deltaTime;
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if (resetTimer <= 0f)
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{
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resetTimer = resetInterval;
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ResetOverlapAttack();
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}
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}
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fireTimer -= deltaTime;
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if (!(fireTimer <= 0f))
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{
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return;
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}
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if (ScaleWithVelocity)
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{
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float num = 1f / fireFrequency - fireTimer;
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if (num > 0f)
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{
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float num2 = num * ScaleVelocitySource.velocity.magnitude;
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Vector3 rhs = ScaleWithVelocityAxis * num2;
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int num3 = HitboxTransforms.Length;
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for (int i = 0; i < num3; i++)
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{
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HitboxTransforms[i].localScale = Vector3.Max(HitboxOriginalScales[i], rhs);
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}
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}
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}
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fireTimer = 1f / fireFrequency;
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attack.damage = damageCoefficient * projectileDamage.damage;
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if (attack.Fire())
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{
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onServerHit?.Invoke();
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}
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}
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public void ResetOverlapAttack()
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{
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attack.damageType = projectileDamage.damageType;
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attack.ResetIgnoredHealthComponents();
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}
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public void SetDamageCoefficient(float newDamageCoefficient)
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{
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damageCoefficient = newDamageCoefficient;
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}
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public void AddToDamageCoefficient(float bonusDamageCoefficient)
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{
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damageCoefficient += bonusDamageCoefficient;
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}
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}
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