134 lines
2.8 KiB
C#
134 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using UnityEngine;
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namespace RoR2;
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public class HurtBoxGroup : MonoBehaviour, ILifeBehavior
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{
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public class VolumeDistribution
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{
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private HurtBox[] hurtBoxes;
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public float totalVolume { get; private set; }
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public Vector3 randomVolumePoint
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{
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get
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{
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float num = UnityEngine.Random.Range(0f, totalVolume);
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HurtBox hurtBox = hurtBoxes[0];
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float num2 = 0f;
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for (int i = 0; i < hurtBoxes.Length; i++)
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{
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num2 += hurtBoxes[i].volume;
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if (num2 <= num)
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{
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hurtBox = hurtBoxes[i];
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break;
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}
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}
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return hurtBox.randomVolumePoint;
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}
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}
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public VolumeDistribution(HurtBox[] hurtBoxes)
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{
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totalVolume = 0f;
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for (int i = 0; i < hurtBoxes.Length; i++)
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{
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totalVolume += hurtBoxes[i].volume;
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}
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this.hurtBoxes = (HurtBox[])hurtBoxes.Clone();
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}
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}
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[Tooltip("The hurtboxes in this group. This really shouldn't be set manually.")]
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public HurtBox[] hurtBoxes;
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[Tooltip("The most important hurtbox in this group, usually a good center-of-mass target like the chest.")]
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public HurtBox mainHurtBox;
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[HideInInspector]
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public int bullseyeCount;
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private int _hurtBoxesDeactivatorCounter;
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public int hurtBoxesDeactivatorCounter
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{
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get
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{
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return _hurtBoxesDeactivatorCounter;
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}
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set
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{
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bool num = _hurtBoxesDeactivatorCounter <= 0;
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bool flag = value <= 0;
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_hurtBoxesDeactivatorCounter = value;
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if (num != flag)
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{
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SetHurtboxesActive(flag);
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}
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}
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}
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public void OnDeathStart()
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{
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int num = hurtBoxesDeactivatorCounter + 1;
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hurtBoxesDeactivatorCounter = num;
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}
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private void SetHurtboxesActive(bool active)
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{
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for (int i = 0; i < hurtBoxes.Length; i++)
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{
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hurtBoxes[i].gameObject.SetActive(active);
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}
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}
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public void OnValidate()
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{
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int num = 0;
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if (hurtBoxes == null)
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{
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hurtBoxes = Array.Empty<HurtBox>();
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}
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for (short num2 = 0; num2 < hurtBoxes.Length; num2++)
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{
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if (!hurtBoxes[num2])
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{
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Debug.LogWarningFormat("Object {0} HurtBoxGroup hurtbox #{1} is missing.", Util.GetGameObjectHierarchyName(base.gameObject), num2);
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}
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else
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{
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hurtBoxes[num2].hurtBoxGroup = this;
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hurtBoxes[num2].indexInGroup = num2;
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if (hurtBoxes[num2].isBullseye)
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{
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num++;
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}
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}
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}
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if (bullseyeCount != num)
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{
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bullseyeCount = num;
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}
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if (!mainHurtBox)
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{
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IEnumerable<HurtBox> source = from v in hurtBoxes
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where v
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where v.isBullseye
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select v;
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IEnumerable<HurtBox> source2 = source.Where((HurtBox v) => v.transform.parent.name.ToLower(CultureInfo.InvariantCulture) == "chest");
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mainHurtBox = source2.FirstOrDefault() ?? source.FirstOrDefault();
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}
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}
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public VolumeDistribution GetVolumeDistribution()
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{
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return new VolumeDistribution(hurtBoxes);
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}
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}
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