internal static void RegisterBody() => BodiesCore.Add(SniperMain.sniperBodyPrefab);
private static GameObject CreateDecoyPrefab() { GameObject obj = PrefabsCore.CreatePrefab("SniperDecoy", true); TeamComponent teamComp = obj.AddOrGetComponent <TeamComponent>(); teamComp.hideAllyCardDisplay = false; teamComp.teamIndex = TeamIndex.None; NetworkIdentity netId = obj.AddOrGetComponent <NetworkIdentity>(); Transform modelBase = new GameObject("ModelBase").transform; modelBase.parent = obj.transform; modelBase.localPosition = new Vector3(0f, -0.81f, 0f); modelBase.localScale = Vector3.one; modelBase.localRotation = Quaternion.identity; GameObject mdlSniper = UnityEngine.Object.Instantiate <GameObject>(ModelModule.GetModel(), modelBase); mdlSniper.transform.localPosition = Vector3.zero; mdlSniper.transform.localScale = Vector3.one; mdlSniper.transform.localRotation = Quaternion.identity; CharacterBody body = obj.AddOrGetComponent <CharacterBody>(); body.bodyIndex = (BodyIndex)(-1); body.baseNameToken = Properties.Tokens.SNIPER_NAME; body.subtitleNameToken = Properties.Tokens.SNIPER_SUBTITLE; body.bodyFlags = CharacterBody.BodyFlags.ResistantToAOE | CharacterBody.BodyFlags.ImmuneToExecutes; body.rootMotionInMainState = false; body.mainRootSpeed = 0f; // CLEANUP: Abstract out base stats for decoy and sniper body.baseMaxHealth = 130f; body.levelMaxHealth = 39f; body.baseRegen = 1f; body.levelRegen = 0.2f; body.baseMaxShield = 0f; body.levelMaxShield = 0f; body.baseMoveSpeed = 0f; body.levelMoveSpeed = 0f; body.baseAcceleration = 0f; body.baseJumpPower = 0f; body.levelJumpPower = 0f; body.baseDamage = 12f; body.levelDamage = 2.4f; body.baseAttackSpeed = 1f; body.levelAttackSpeed = 0f; body.baseCrit = 0f; body.levelCrit = 0f; body.baseArmor = 50f; body.levelArmor = 10f; body.baseJumpCount = 1; body.sprintingSpeedMultiplier = 0f; //body.killCount = 0; body.wasLucky = false; body.spreadBloomDecayTime = 0.45f; body.spreadBloomCurve = new AnimationCurve(); body.crosshairPrefab = null; body.hideCrosshair = false; body.aimOriginTransform = body.transform; body.hullClassification = HullClassification.Human; body.portraitIcon = UIModule.GetPortraitIcon(); body.isChampion = false; body.currentVehicle = null; body.preferredPodPrefab = null; body.preferredInitialStateType = SkillsCore.StateType <GenericCharacterMain>(); body.skinIndex = 0u; CharacterModel model = mdlSniper.AddOrGetComponent <CharacterModel>(); model.body = body; model.itemDisplayRuleSet = ItemDisplayModule.GetSniperItemDisplay(model.AddOrGetComponent <ChildLocator>()); HealthComponent health = obj.AddOrGetComponent <HealthComponent>(); health.health = 100; health.shield = 0; health.barrier = 0; health.magnetiCharge = 0; health.body = null; health.dontShowHealthbar = false; health.globalDeathEventChanceCoefficient = 1f; HurtBoxGroup hurtBoxGroup = model.AddOrGetComponent <HurtBoxGroup>(); HurtBox tempHb = model.GetComponentInChildren <HurtBox>(); tempHb.gameObject.layer = LayerIndex.entityPrecise.intVal; tempHb.healthComponent = health; tempHb.isBullseye = true; tempHb.damageModifier = HurtBox.DamageModifier.Normal; tempHb.hurtBoxGroup = hurtBoxGroup; tempHb.indexInGroup = 0; hurtBoxGroup.hurtBoxes = new[] { tempHb, }; hurtBoxGroup.mainHurtBox = tempHb; hurtBoxGroup.bullseyeCount = 1; InputBankTest inputs = obj.AddOrGetComponent <InputBankTest>(); inputs.moveVector = Vector3.zero; CameraTargetParams cameraTargetParams = obj.AddOrGetComponent <CameraTargetParams>(); cameraTargetParams.cameraParams = MiscModule.GetCharCameraParams(); cameraTargetParams.cameraPivotTransform = null; cameraTargetParams.aimMode = CameraTargetParams.AimType.Standard; cameraTargetParams.recoil = Vector2.zero; cameraTargetParams.idealLocalCameraPos = Vector3.zero; cameraTargetParams.dontRaycastToPivot = false; ModelLocator modelLocator = obj.AddOrGetComponent <ModelLocator>(); modelLocator.modelTransform = mdlSniper.transform; modelLocator.modelBaseTransform = modelBase; modelLocator.dontReleaseModelOnDeath = false; modelLocator.autoUpdateModelTransform = true; modelLocator.dontDetatchFromParent = false; modelLocator.noCorpse = true; modelLocator.normalizeToFloor = false; modelLocator.preserveModel = false; EntityStateMachine esm = obj.AddOrGetComponent <EntityStateMachine>(); esm.customName = "Body"; esm.initialStateType = SkillsCore.StateType <BeingADecoy>(); esm.mainStateType = SkillsCore.StateType <BeingADecoy>(); SkillLocator skillLocator = obj.AddOrGetComponent <SkillLocator>(); skillLocator.primary = null; skillLocator.secondary = null; skillLocator.utility = null; skillLocator.special = null; CharacterDeathBehavior deathBehaviour = obj.AddOrGetComponent <CharacterDeathBehavior>(); deathBehaviour.deathStateMachine = esm; deathBehaviour.deathState = SkillsCore.StateType <DecoyDeathState>(); deathBehaviour.idleStateMachine = Array.Empty <EntityStateMachine>(); CharacterNetworkTransform netTrans = obj.AddOrGetComponent <CharacterNetworkTransform>(); netTrans.positionTransmitInterval = 0.1f; netTrans.lastPositionTransmitTime = Single.NegativeInfinity; netTrans.interpolationFactor = 2f; netTrans.debugDuplicatePositions = false; netTrans.debugSnapshotReceived = false; NetworkStateMachine netStates = obj.AddOrGetComponent <NetworkStateMachine>(); //netStates._SetStateMachines( esm ); netStates.stateMachines = new[] { esm }; Interactor interactor = obj.AddOrGetComponent <Interactor>(); interactor.maxInteractionDistance = 1f; InteractionDriver interactionDriver = obj.AddOrGetComponent <InteractionDriver>(); interactionDriver.highlightInteractor = false; CapsuleCollider cap = obj.AddOrGetComponent <CapsuleCollider>(); cap.isTrigger = false; cap.material = null; cap.center = Vector3.zero; cap.radius = 0.5f; cap.height = 1.82f; cap.direction = 1; SetStateOnHurt hurtState = obj.AddOrGetComponent <SetStateOnHurt>(); hurtState.hitThreshold = 5f; hurtState.targetStateMachine = esm; hurtState.idleStateMachine = Array.Empty <EntityStateMachine>(); hurtState.hurtState = SkillsCore.StateType <Idle>(); hurtState.canBeHitStunned = false; hurtState.canBeFrozen = true; hurtState.canBeStunned = false; SfxLocator sfx = obj.AddOrGetComponent <SfxLocator>(); // FUTURE: Death sounds for decoy Rigidbody rb = obj.AddOrGetComponent <Rigidbody>(); rb.mass = 1000f; rb.drag = 0f; rb.angularDrag = 0f; rb.useGravity = false; rb.isKinematic = true; rb.interpolation = RigidbodyInterpolation.None; rb.collisionDetectionMode = CollisionDetectionMode.Discrete; CharacterMotor charMot = obj.AddOrGetComponent <CharacterMotor>(); charMot.walkSpeedPenaltyCoefficient = 1f; CharacterDirection charDir = charMot.characterDirection = obj.AddOrGetComponent <CharacterDirection>(); charMot.muteWalkMotion = false; charMot.mass = 1000f; charMot.airControl = 0.25f; charMot.disableAirControlUntilCollision = false; charMot.generateParametersOnAwake = true; charMot.useGravity = true; charMot.isFlying = false; charDir.moveVector = Vector3.zero; charDir.targetTransform = modelBase; charDir.overrideAnimatorForwardTransform = null; charDir.rootMotionAccumulator = null; charDir.modelAnimator = null; charDir.driveFromRootRotation = false; charDir.driveFromRootRotation = false; charDir.turnSpeed = 180f; KinematicCharacterController.KinematicCharacterMotor kinCharMot = obj.AddOrGetComponent <KinematicCharacterController.KinematicCharacterMotor>(); kinCharMot.CharacterController = charMot; kinCharMot.Capsule = cap; kinCharMot.Rigidbody = rb; kinCharMot.CapsuleRadius = 0.5f; kinCharMot.CapsuleHeight = 1.8f; kinCharMot.CapsuleYOffset = 0f; kinCharMot.DetectDiscreteCollisions = false; kinCharMot.GroundDetectionExtraDistance = 0f; kinCharMot.MaxStepHeight = 0.5f; kinCharMot.MinRequiredStepDepth = 0.1f; kinCharMot.MaxStableSlopeAngle = 55f; kinCharMot.MaxStableDistanceFromLedge = 0.5f; kinCharMot.PreventSnappingOnLedges = false; kinCharMot.MaxStableDenivelationAngle = 55f; kinCharMot.RigidbodyInteractionType = KinematicCharacterController.RigidbodyInteractionType.None; kinCharMot.PreserveAttachedRigidbodyMomentum = true; kinCharMot.HasPlanarConstraint = false; kinCharMot.PlanarConstraintAxis = Vector3.up; kinCharMot.StepHandling = KinematicCharacterController.StepHandlingMethod.Standard; kinCharMot.LedgeHandling = true; kinCharMot.InteractiveRigidbodyHandling = true; kinCharMot.SafeMovement = false; _ = obj.AddComponent <DecoyDeployableSync>(); obj.layer = LayerIndex.fakeActor.intVal; foreach (IRuntimePrefabComponent comp in obj.GetComponents <IRuntimePrefabComponent>()) { comp.InitializePrefab(); } BodiesCore.Add(obj); return(obj); }