Beispiel #1
0
 public void OnPreTileCollision(SpeculativeRigidbody myRigidbody, PixelCollider myPixelCollider, PhysicsEngine.Tile tile, PixelCollider tilePixelCollider)
 {
     if (myRigidbody.projectile != null && myRigidbody.sprite != null && this.m_owner.PlayerHasActiveSynergy("#BE_SERIOUS"))
     {
         if (!this.m_owner.IsInCombat || this.smarterMinions.Count >= 4)
         {
             return;
         }
         AIActor    orLoadByGuid         = EnemyDatabase.GetOrLoadByGuid("01972dee89fc4404a5c408d50007dad5");
         IntVector2?nearestAvailableCell = null;
         if (this.m_owner.CurrentRoom != null)
         {
             nearestAvailableCell = this.m_owner.CurrentRoom.GetNearestAvailableCell(myRigidbody.projectile.sprite.WorldCenter, new IntVector2?(orLoadByGuid.Clearance), new CellTypes?(CellTypes.FLOOR), false, null);
         }
         Vector3             vector         = nearestAvailableCell != null ? (nearestAvailableCell.Value.ToVector2()).ToVector3ZUp(0f) : myRigidbody.projectile.sprite.WorldCenter.ToVector3ZUp(0f);
         GameObject          enemyObj       = UnityEngine.Object.Instantiate <GameObject>(orLoadByGuid.gameObject, vector, Quaternion.identity);
         CompanionController orAddComponent = enemyObj.GetOrAddComponent <CompanionController>();
         orAddComponent.companionID = CompanionController.CompanionIdentifier.NONE;
         orAddComponent.Initialize(this.m_owner);
         orAddComponent.behaviorSpeculator.MovementBehaviors.Add(new CompanionFollowPlayerBehavior());
         AIActor aiactor = enemyObj.GetComponent <AIActor>();
         aiactor.HitByEnemyBullets         = true;
         aiactor.healthHaver.ModifyDamage += this.ModifyDamageForCompanions;
         aiactor.StartCoroutine(this.InvisibleCoroutine(aiactor));
         aiactor.procedurallyOutlined = false;
         aiactor.CorpseObject         = null;
         aiactor.ImmuneToAllEffects   = true;
         aiactor.SetIsFlying(true, "I'm a bullet too!");
         SmarterDumbEnemyBehavior smartBehavior = aiactor.gameObject.AddComponent <SmarterDumbEnemyBehavior>();
         smartBehavior.layer      = myRigidbody.projectile.gameObject.layer;
         smartBehavior.collection = myRigidbody.projectile.sprite.Collection;
         smartBehavior.spriteId   = myRigidbody.projectile.sprite.spriteId;
         foreach (AIBulletBank.Entry entry in orAddComponent.bulletBank.Bullets)
         {
             if (aiactor.IsBlackPhantom)
             {
                 entry.BulletObject.GetComponent <Projectile>().baseData.damage = 15;
             }
             else
             {
                 entry.BulletObject.GetComponent <Projectile>().baseData.damage = 10;
             }
         }
         foreach (AttackBehaviorBase behavior in aiactor.behaviorSpeculator.AttackBehaviors)
         {
             if ((behavior as ShootGunBehavior) != null)
             {
                 if (aiactor.IsBlackPhantom)
                 {
                     aiactor.aiShooter.GetBulletEntry((behavior as ShootGunBehavior).OverrideBulletName).ProjectileData.damage = 15;
                 }
                 else
                 {
                     aiactor.aiShooter.GetBulletEntry((behavior as ShootGunBehavior).OverrideBulletName).ProjectileData.damage = 10;
                 }
             }
         }
         this.smarterMinions.Add(aiactor);
     }
     else if (myRigidbody.projectile != null && myRigidbody.sprite != null)
     {
         AIActor    aiactor    = AIActor.Spawn(EnemyDatabase.GetOrLoadByGuid("01972dee89fc4404a5c408d50007dad5"), myRigidbody.projectile.sprite.WorldCenter, myRigidbody.transform.position.GetAbsoluteRoom(), true, AIActor.AwakenAnimationType.Default, true);
         GameObject gameObject = new GameObject("suck image");
         gameObject.layer = myRigidbody.projectile.gameObject.layer;
         tk2dSprite tk2dSprite = gameObject.AddComponent <tk2dSprite>();
         gameObject.transform.parent   = SpawnManager.Instance.Projectiles;
         gameObject.transform.position = aiactor.sprite.WorldCenter;
         tk2dSprite.SetSprite(myRigidbody.projectile.sprite.Collection, myRigidbody.projectile.sprite.spriteId);
         tk2dSprite.transform.parent     = aiactor.transform;
         aiactor.sprite.renderer.enabled = false;
         aiactor.procedurallyOutlined    = false;
         aiactor.CanTargetEnemies        = true;
         aiactor.CanTargetPlayers        = false;
         aiactor.CorpseObject            = null;
         aiactor.SetIsFlying(true, "I'm a bullet too!");
         aiactor.specRigidbody.AddCollisionLayerIgnoreOverride(CollisionMask.LayerToMask(CollisionLayer.PlayerHitBox, CollisionLayer.PlayerCollider));
         if (aiactor.IgnoreForRoomClear)
         {
             aiactor.IgnoreForRoomClear = false;
             if (aiactor.ParentRoom != null)
             {
                 aiactor.ParentRoom.DeregisterEnemy(aiactor);
             }
         }
         DumbEnemyBehavior dumbEnemyBehavior = aiactor.gameObject.AddComponent <DumbEnemyBehavior>();
         if (myRigidbody.projectile.GetComponent <NewUsesProjectileSynergyController>() != null)
         {
             dumbEnemyBehavior.sourceAmmoType     = myRigidbody.projectile.GetComponent <NewUsesProjectileSynergyController>().ammoType;
             dumbEnemyBehavior.customAmmoType     = myRigidbody.projectile.GetComponent <NewUsesProjectileSynergyController>().customAmmoType;
             dumbEnemyBehavior.usesNewUsesSynergy = true;
         }
         myRigidbody.projectile.DieInAir();
     }
 }
Beispiel #2
0
 private void onhit(SpeculativeRigidbody myrigidbody, PixelCollider mypixelcollider, PhysicsEngine.Tile tile, PixelCollider tilepixelcollider)
 {
     // myrigidbody.projectile.ForceDestruction();
 }
Beispiel #3
0
 public void OnCollision(SpeculativeRigidbody myRigidbody, PixelCollider myPixelCollider, PhysicsEngine.Tile tile, PixelCollider tilePixelCollider)
 {
     if (myRigidbody.projectile != null)
     {
         Projectile  proj = myRigidbody.projectile;
         RoomHandler room;
         Vector2     vector;
         if (proj.sprite != null)
         {
             vector = proj.sprite.WorldCenter;
         }
         else if (proj.specRigidbody != null)
         {
             vector = proj.specRigidbody.UnitCenter;
         }
         else
         {
             vector = proj.transform.position.XY();
         }
         room = vector.GetAbsoluteRoom();
         if (room != null)
         {
             float   num   = -1f;
             AIActor actor = room.GetNearestEnemy(vector, out num, true, false);
             if (actor != null)
             {
                 Vector2 vector2 = actor.CenterPosition - vector;
                 proj.SendInDirection(vector2, false, true);
                 proj.specRigidbody.OnPreTileCollision -= new SpeculativeRigidbody.OnPreTileCollisionDelegate(this.OnCollision);
                 PhysicsEngine.SkipCollision            = true;
             }
         }
     }
 }
Beispiel #4
0
 public void HandleHitTile(SpeculativeRigidbody myRigidbody, PixelCollider myPixelCollider, PhysicsEngine.Tile tile, PixelCollider tilePixelCollider)
 {
     if (myRigidbody && myRigidbody.healthHaver)
     {
         AIActor aiActor = myRigidbody.aiActor;
         myRigidbody.OnPreRigidbodyCollision -= new SpeculativeRigidbody.OnPreRigidbodyCollisionDelegate(this.HandleHitEnemyHitEnemy);
         myRigidbody.OnPreTileCollision      -= new SpeculativeRigidbody.OnPreTileCollisionDelegate(this.HandleHitTile);
         if (aiActor.IsNormalEnemy && aiActor.healthHaver)
         {
             aiActor.healthHaver.ApplyDamage(30, myRigidbody.Velocity, "Kinetic Power", CoreDamageTypes.None, DamageCategory.Normal, false, null, false);
         }
     }
 }