public void Copy(ToPlayer src) { reactionType = src.reactionType; reactionLoopTime = src.reactionLoopTime; reactionBlowForce = src.reactionBlowForce; reactionBlowAngle = src.reactionBlowAngle; isBuffCancellation = src.isBuffCancellation; }
public void Copy(ToEnemy src) { reactionType = src.reactionType; hitStopTime = src.hitStopTime; hitTypeName = src.hitTypeName; isSpecialAttack = src.isSpecialAttack; damageToRegionInfo = src.damageToRegionInfo; }
public void ResetHit() { hitObject = null; hitLayer = 0; reactionType = REACTION_TYPE.NONE; fromObject = null; m_capsule.set_enabled(true); }
private void OnTriggerEnter(Collider collider) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Expected O, but got Unknown //IL_005e: Unknown result type (might be due to invalid IL or missing references) hitObject = collider.get_gameObject(); hitLayer = hitObject.get_layer(); if (((1 << hitLayer) & ignoreLayerMask) <= 0 && (hitLayer != 8 || !(hitObject.GetComponent <DangerRader>() != null))) { HealAttackObject component = collider.get_gameObject().GetComponent <HealAttackObject>(); if (!(component != null)) { IAttackCollider component2 = hitObject.GetComponent <IAttackCollider>(); if (component2 != null) { AttackInfo attackInfo = component2.GetAttackInfo(); fromObject = component2.GetFromObject(); if (attackInfo != null) { if (attackInfo.isSkillReference) { reactionType = REACTION_TYPE.REFLECT; collider.set_enabled(false); BulletObject component3 = collider.GetComponent <BulletObject>(); if (component3 != null) { component3.OnDestroy(); } return; } ReflectBulletCondition component4 = collider.GetComponent <ReflectBulletCondition>(); if (component4 != null) { if (component4.actionMineID != objId) { reactionType = REACTION_TYPE.DIRECTION_CHANGE; component4.actionMineID = objId; component4.reflectCount++; reflectCount++; } return; } } } reactionType = REACTION_TYPE.EXPLODE; m_capsule.set_enabled(false); } } }
public void ReactionGenerate(REACTION_TYPE _reaction) { ResetReaction(); switch (_reaction) { case REACTION_TYPE.REACTION_TYPE_GLAD: _gladReaction.gameObject.SetActive(true); _gladReaction.Play(); break; case REACTION_TYPE.REACTION_TYPE_QUESTION: _questionReaction.gameObject.SetActive(true); _questionReaction.Play(); break; case REACTION_TYPE.REACTION_TYPE_SURPRISE: _surpriseReaction.gameObject.SetActive(true); _surpriseReaction.Play(); break; } }