Beispiel #1
0
        private void PostProcessBeamTick(BeamController beam, SpeculativeRigidbody spec, float tickRate)
        {
            GameActor gameActor = spec.gameActor;

            if (!gameActor)
            {
                return;
            }

            PlayerController player = this.Owner;

            if (player.CurrentGun.PickupObjectId == 40)
            {
                beam.projectile.baseData.damage *= 1.003f;
            }

            BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>();
            GameActorFreezeEffect  frostfreeze  = frostbullets.FreezeModifierEffect;

            if (player.CurrentGun.PickupObjectId == 464)
            {
                if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(1f, tickRate))
                {
                    gameActor.ApplyEffect(frostfreeze, 0.015f, null);
                }
            }
        }
Beispiel #2
0
        private void PostProcessBeam(BeamController beam, SpeculativeRigidbody hitRigidBody, float tickrate)
        {
            float     procChance = 0.12f;
            GameActor gameActor  = hitRigidBody.gameActor;

            if (!gameActor)
            {
                return;
            }
            if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate))
            {
                ApplyLockdown.ApplyDirectLockdown(hitRigidBody.gameActor, 4, Color.grey, Color.grey, EffectResistanceType.None, "Lockdown", true, false);
            }
        }
Beispiel #3
0
        public void PostProcessBeamTick(BeamController beam, SpeculativeRigidbody hitRigidbody, float tickRate)
        {
            GameActor gameActor = hitRigidbody.gameActor;

            if (!gameActor)
            {
                return;
            }
            if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(this.chanceFromBeamPerSecond, tickRate))
            {
                if (this.AppliesFire)
                {
                    gameActor.ApplyEffect(this.FireModifierEffect, 1f, null);
                }
            }
        }
        private void PostProcessBeam(BeamController beam, SpeculativeRigidbody hitRigidBody, float tickrate)
        {
            float procChance = 0.12f;

            beam.AdjustPlayerBeamTint(ExtendedColours.plaguePurple, 1, 0f);
            GameActor gameActor = hitRigidBody.gameActor;

            if (!gameActor)
            {
                return;
            }
            if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate))
            {
                hitRigidBody.gameActor.ApplyEffect(StaticStatusEffects.StandardPlagueEffect);
            }
        }
Beispiel #5
0
        private void PostProcessBeam(BeamController beam, SpeculativeRigidbody hitRigidBody, float tickrate)
        {
            float procChance = 0.09f;

            beam.AdjustPlayerBeamTint(ExtendedColours.vibrantOrange, 1, 0f);
            GameActor gameActor = hitRigidBody.gameActor;

            if (!gameActor)
            {
                return;
            }
            if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate))
            {
                hitRigidBody.gameActor.ApplyEffect(StatusEffectHelper.GenerateSizeEffect(10, new Vector2(0.4f, 0.4f)));
            }
        }
Beispiel #6
0
        // Token: 0x060002BF RID: 703 RVA: 0x00016484 File Offset: 0x00014684
        public void PostProcessBeamTick(BeamController beam, SpeculativeRigidbody hitRigidbody, float tickRate)
        {
            GameActor gameActor = hitRigidbody.gameActor;
            bool      flag      = !gameActor;

            if (!flag)
            {
                bool flag2 = UnityEngine.Random.value < BraveMathCollege.SliceProbability(this.chanceFromBeamPerSecond, tickRate);
                if (flag2)
                {
                    bool appliesCharm = this.AppliesCharm;
                    if (appliesCharm)
                    {
                        gameActor.ApplyEffect(this.CharmModifierEffect, 1f, null);
                    }
                }
            }
        }
        private void PostProcessBeam(BeamController beam, SpeculativeRigidbody enemy, float tickrate)
        {
            float     procChance = 0.25f;
            GameActor gameActor  = enemy.gameActor;

            if (!gameActor)
            {
                return;
            }
            if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate))
            {
                if (enemy && enemy.gameActor && enemy.healthHaver)
                {
                    float chance = 1;
                    if (enemy.healthHaver.IsBoss)
                    {
                        chance = 0.33f;
                    }
                    enemy.gameActor.DeleteOwnedBullets(chance);
                }
            }
        }