private void AddDot(GameObject attackerObject, float duration, DotController.DotIndex dotIndex, float damageMultiplier) { if (!NetworkServer.active) { Debug.LogWarning("[Server] function 'System.Void RoR2.DotController::AddDot(UnityEngine.GameObject,System.Single,RoR2.DotController/DotIndex,System.Single)' called on client"); return; } if (dotIndex < DotController.DotIndex.Bleed || dotIndex >= DotController.DotIndex.Count) { return; } TeamIndex teamIndex = TeamIndex.Neutral; float num = 0f; TeamComponent component = attackerObject.GetComponent <TeamComponent>(); if (component) { teamIndex = component.teamIndex; } CharacterBody component2 = attackerObject.GetComponent <CharacterBody>(); if (component2) { num = component2.damage; } DotController.DotDef dotDef = DotController.dotDefs[(int)dotIndex]; DotController.DotStack dotStack = new DotController.DotStack { dotIndex = dotIndex, dotDef = dotDef, attackerObject = attackerObject, attackerTeam = teamIndex, timer = duration, damage = dotDef.damageCoefficient * num * damageMultiplier, damageType = DamageType.Generic }; switch (dotIndex) { case DotController.DotIndex.Helfire: { if (!component2) { return; } HealthComponent healthComponent = component2.healthComponent; if (!healthComponent) { return; } dotStack.damage = healthComponent.fullHealth * 0.01f * damageMultiplier; if (this.victimObject == attackerObject) { dotStack.damageType |= (DamageType.NonLethal | DamageType.Silent); } else if (this.victimTeam == teamIndex) { dotStack.damage *= 0.5f; } else { dotStack.damage *= 24f; } int i = 0; int count = this.dotStackList.Count; while (i < count) { if (this.dotStackList[i].dotIndex == DotController.DotIndex.Helfire && this.dotStackList[i].attackerObject == attackerObject) { this.dotStackList[i].timer = Mathf.Max(this.dotStackList[i].timer, duration); this.dotStackList[i].damage = dotStack.damage; return; } i++; } if (this.victimBody) { EffectManager.SpawnEffect(Resources.Load <GameObject>("Prefabs/Effects/HelfireIgniteEffect"), new EffectData { origin = this.victimBody.corePosition }, true); } break; } case DotController.DotIndex.PercentBurn: dotStack.damage = Mathf.Min(dotStack.damage, this.victimBody.healthComponent.fullCombinedHealth * 0.01f); break; case DotController.DotIndex.Poison: { float a = this.victimHealthComponent.fullCombinedHealth / 100f * 1f * dotDef.interval; dotStack.damage = Mathf.Min(Mathf.Max(a, dotStack.damage), dotStack.damage * 50f); dotStack.damageType = DamageType.NonLethal; int j = 0; int count2 = this.dotStackList.Count; while (j < count2) { if (this.dotStackList[j].dotIndex == DotController.DotIndex.Poison) { this.dotStackList[j].timer = Mathf.Max(this.dotStackList[j].timer, duration); this.dotStackList[j].damage = dotStack.damage; return; } j++; } bool flag = false; for (int k = 0; k < this.dotStackList.Count; k++) { if (this.dotStackList[k].dotIndex == DotController.DotIndex.Poison) { flag = true; break; } } if (!flag && component2 != null) { CharacterMaster master = component2.master; if (master != null) { PlayerStatsComponent playerStatsComponent = master.playerStatsComponent; if (playerStatsComponent != null) { playerStatsComponent.currentStats.PushStatValue(StatDef.totalCrocoInfectionsInflicted, 1UL); } } } break; } } this.dotStackList.Add(dotStack); this.OnDotStackAddedServer(dotStack); }
// Token: 0x06000426 RID: 1062 RVA: 0x00010B54 File Offset: 0x0000ED54 public bool DefaultHitCallback(ref BulletAttack.BulletHit hitInfo) { bool result = false; if (hitInfo.collider) { result = ((1 << hitInfo.collider.gameObject.layer & this.stopperMask) == 0); } if (this.hitEffectPrefab) { EffectManager.SimpleImpactEffect(this.hitEffectPrefab, hitInfo.point, this.HitEffectNormal ? hitInfo.surfaceNormal : (-hitInfo.direction), true); } if (hitInfo.collider) { SurfaceDef objectSurfaceDef = SurfaceDefProvider.GetObjectSurfaceDef(hitInfo.collider, hitInfo.point); if (objectSurfaceDef && objectSurfaceDef.impactEffectPrefab) { EffectData effectData = new EffectData { origin = hitInfo.point, rotation = Quaternion.LookRotation(hitInfo.surfaceNormal), color = objectSurfaceDef.approximateColor, surfaceDefIndex = objectSurfaceDef.surfaceDefIndex }; EffectManager.SpawnEffect(objectSurfaceDef.impactEffectPrefab, effectData, true); } } if (this.isCrit) { EffectManager.SimpleImpactEffect(Resources.Load <GameObject>("Prefabs/Effects/ImpactEffects/Critspark"), hitInfo.point, this.HitEffectNormal ? hitInfo.surfaceNormal : (-hitInfo.direction), true); } GameObject entityObject = hitInfo.entityObject; if (entityObject) { float num = 1f; switch (this.falloffModel) { case BulletAttack.FalloffModel.None: num = 1f; break; case BulletAttack.FalloffModel.DefaultBullet: num = 0.5f + Mathf.Clamp01(Mathf.InverseLerp(60f, 25f, hitInfo.distance)) * 0.5f; break; case BulletAttack.FalloffModel.Buckshot: num = 0.25f + Mathf.Clamp01(Mathf.InverseLerp(25f, 7f, hitInfo.distance)) * 0.75f; break; } DamageInfo damageInfo = new DamageInfo(); damageInfo.damage = this.damage * num; damageInfo.crit = this.isCrit; damageInfo.attacker = this.owner; damageInfo.inflictor = this.weapon; damageInfo.position = hitInfo.point; damageInfo.force = hitInfo.direction * (this.force * num); damageInfo.procChainMask = this.procChainMask; damageInfo.procCoefficient = this.procCoefficient; damageInfo.damageType = this.damageType; damageInfo.damageColorIndex = this.damageColorIndex; damageInfo.ModifyDamageInfo(hitInfo.damageModifier); TeamIndex teamIndex = TeamIndex.Neutral; if (this.owner) { TeamComponent component = this.owner.GetComponent <TeamComponent>(); if (component) { teamIndex = component.teamIndex; } } TeamIndex teamIndex2 = TeamIndex.Neutral; TeamComponent component2 = hitInfo.entityObject.GetComponent <TeamComponent>(); if (component2) { teamIndex2 = component2.teamIndex; } bool flag = teamIndex == teamIndex2; HealthComponent healthComponent = null; if (!flag) { healthComponent = entityObject.GetComponent <HealthComponent>(); } if (NetworkServer.active) { if (healthComponent) { healthComponent.TakeDamage(damageInfo); GlobalEventManager.instance.OnHitEnemy(damageInfo, hitInfo.entityObject); } GlobalEventManager.instance.OnHitAll(damageInfo, hitInfo.entityObject); } else if (ClientScene.ready) { BulletAttack.messageWriter.StartMessage(53); BulletAttack.messageWriter.Write(entityObject); BulletAttack.messageWriter.Write(damageInfo); BulletAttack.messageWriter.Write(healthComponent != null); BulletAttack.messageWriter.FinishMessage(); ClientScene.readyConnection.SendWriter(BulletAttack.messageWriter, QosChannelIndex.defaultReliable.intVal); } } return(result); }
// Token: 0x060017D7 RID: 6103 RVA: 0x00067824 File Offset: 0x00065A24 private void ProcessHits(List <OverlapAttack.OverlapInfo> hitList) { if (hitList.Count == 0) { return; } Vector3 vector = Vector3.zero; float d = 1f / (float)hitList.Count; for (int i = 0; i < hitList.Count; i++) { OverlapAttack.OverlapInfo overlapInfo = hitList[i]; if (this.hitEffectPrefab) { Vector3 forward = -hitList[i].pushDirection; EffectManager.SpawnEffect(this.hitEffectPrefab, new EffectData { origin = overlapInfo.hitPosition, rotation = Util.QuaternionSafeLookRotation(forward), networkSoundEventIndex = this.impactSound }, true); } vector += overlapInfo.hitPosition * d; SurfaceDefProvider component = hitList[i].hurtBox.GetComponent <SurfaceDefProvider>(); if (component && component.surfaceDef) { SurfaceDef objectSurfaceDef = SurfaceDefProvider.GetObjectSurfaceDef(hitList[i].hurtBox.collider, hitList[i].hitPosition); if (objectSurfaceDef) { if (objectSurfaceDef.impactEffectPrefab) { EffectManager.SpawnEffect(objectSurfaceDef.impactEffectPrefab, new EffectData { origin = overlapInfo.hitPosition, rotation = ((overlapInfo.pushDirection == Vector3.zero) ? Quaternion.identity : Util.QuaternionSafeLookRotation(overlapInfo.pushDirection)), color = objectSurfaceDef.approximateColor, scale = 2f }, true); } if (objectSurfaceDef.impactSoundString != null && objectSurfaceDef.impactSoundString.Length != 0) { Util.PlaySound(objectSurfaceDef.impactSoundString, hitList[i].hurtBox.gameObject); } } } } this.lastFireAverageHitPosition = vector; if (NetworkServer.active) { OverlapAttack.PerformDamage(this.attacker, this.inflictor, this.damage, this.isCrit, this.procChainMask, this.procCoefficient, this.damageColorIndex, this.damageType, this.forceVector, this.pushAwayForce, hitList); return; } OverlapAttack.outgoingMessage.attacker = this.attacker; OverlapAttack.outgoingMessage.inflictor = this.inflictor; OverlapAttack.outgoingMessage.damage = this.damage; OverlapAttack.outgoingMessage.isCrit = this.isCrit; OverlapAttack.outgoingMessage.procChainMask = this.procChainMask; OverlapAttack.outgoingMessage.procCoefficient = this.procCoefficient; OverlapAttack.outgoingMessage.damageColorIndex = this.damageColorIndex; OverlapAttack.outgoingMessage.damageType = this.damageType; OverlapAttack.outgoingMessage.forceVector = this.forceVector; OverlapAttack.outgoingMessage.pushAwayForce = this.pushAwayForce; Util.CopyList <OverlapAttack.OverlapInfo>(hitList, OverlapAttack.outgoingMessage.overlapInfoList); GameNetworkManager.singleton.client.connection.SendByChannel(71, OverlapAttack.outgoingMessage, QosChannelIndex.defaultReliable.intVal); }
private bool PerformEquipmentAction(EquipmentIndex equipmentIndex) { if (!NetworkServer.active) { Debug.LogWarning("[Server] function 'System.Boolean RoR2.EquipmentSlot::PerformEquipmentAction(RoR2.EquipmentIndex)' called on client"); return(false); } switch (equipmentIndex) { case EquipmentIndex.CommandMissile: this.remainingMissiles += 12; return(true); case EquipmentIndex.Saw: { Vector3 position = base.transform.position; Ray aimRay = this.GetAimRay(); bool crit = Util.CheckRoll(this.characterBody.crit, this.characterBody.master); ProjectileManager.instance.FireProjectile(Resources.Load <GameObject>("Prefabs/Projectiles/Sawmerang"), aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, this.characterBody.damage, 0f, crit, DamageColorIndex.Default, null, -1f); return(true); } case EquipmentIndex.Fruit: if (this.healthComponent) { Util.PlaySound("Play_item_use_fruit", base.gameObject); EffectData effectData = new EffectData(); effectData.origin = base.transform.position; effectData.SetNetworkedObjectReference(base.gameObject); EffectManager.SpawnEffect(Resources.Load <GameObject>("Prefabs/Effects/FruitHealEffect"), effectData, true); this.healthComponent.HealFraction(0.5f, default(ProcChainMask)); return(true); } return(true); case EquipmentIndex.Meteor: { MeteorStormController component = UnityEngine.Object.Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/NetworkedObjects/MeteorStorm"), this.characterBody.corePosition, Quaternion.identity).GetComponent <MeteorStormController>(); component.owner = base.gameObject; component.ownerDamage = this.characterBody.damage; component.isCrit = Util.CheckRoll(this.characterBody.crit, this.characterBody.master); NetworkServer.Spawn(component.gameObject); return(true); } case EquipmentIndex.SoulJar: return(true); case EquipmentIndex.Blackhole: { Vector3 position2 = base.transform.position; Ray aimRay2 = this.GetAimRay(); ProjectileManager.instance.FireProjectile(Resources.Load <GameObject>("Prefabs/Projectiles/GravSphere"), position2, Util.QuaternionSafeLookRotation(aimRay2.direction), base.gameObject, 0f, 0f, false, DamageColorIndex.Default, null, -1f); return(true); } case EquipmentIndex.GhostGun: { GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/NetworkedObjects/GhostGun"), base.transform.position, Quaternion.identity); gameObject.GetComponent <GhostGunController>().owner = base.gameObject; NetworkServer.Spawn(gameObject); return(true); } case EquipmentIndex.CritOnUse: this.characterBody.AddTimedBuff(BuffIndex.FullCrit, 8f); return(true); case EquipmentIndex.DroneBackup: { Util.PlaySound("Play_item_use_radio", base.gameObject); int sliceCount = 4; float num = 25f; if (NetworkServer.active) { float y = Quaternion.LookRotation(this.GetAimRay().direction).eulerAngles.y; float d = 3f; foreach (float num2 in new DegreeSlices(sliceCount, 0.5f)) { Quaternion rotation = Quaternion.Euler(0f, y + num2, 0f); Quaternion rotation2 = Quaternion.Euler(0f, y + num2 + 180f, 0f); Vector3 position3 = base.transform.position + rotation * (Vector3.forward * d); CharacterMaster characterMaster = this.SummonMaster(Resources.Load <GameObject>("Prefabs/CharacterMasters/DroneBackupMaster"), position3, rotation2); if (characterMaster) { characterMaster.gameObject.AddComponent <MasterSuicideOnTimer>().lifeTimer = num + UnityEngine.Random.Range(0f, 3f); } } } this.subcooldownTimer = 0.5f; return(true); } case EquipmentIndex.OrbitalLaser: { Vector3 position4 = base.transform.position; RaycastHit raycastHit; if (Physics.Raycast(this.GetAimRay(), out raycastHit, 900f, LayerIndex.world.mask | LayerIndex.defaultLayer.mask)) { position4 = raycastHit.point; } GameObject gameObject2 = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Prefabs/NetworkedObjects/OrbitalLaser"), position4, Quaternion.identity); gameObject2.GetComponent <OrbitalLaserController>().ownerBody = this.characterBody; NetworkServer.Spawn(gameObject2); return(true); } case EquipmentIndex.BFG: this.bfgChargeTimer = 2f; this.subcooldownTimer = 2.2f; return(true); case EquipmentIndex.Enigma: { EquipmentIndex equipmentIndex2 = EquipmentCatalog.enigmaEquipmentList[UnityEngine.Random.Range(0, EquipmentCatalog.enigmaEquipmentList.Count - 1)]; this.PerformEquipmentAction(equipmentIndex2); return(true); } case EquipmentIndex.Jetpack: { JetpackController jetpackController = JetpackController.FindJetpackController(base.gameObject); if (!jetpackController) { GameObject gameObject3 = UnityEngine.Object.Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/NetworkedObjects/JetpackController")); jetpackController = gameObject3.GetComponent <JetpackController>(); jetpackController.NetworktargetObject = base.gameObject; NetworkServer.Spawn(gameObject3); return(true); } jetpackController.ResetTimer(); return(true); } case EquipmentIndex.Lightning: { this.UpdateTargets(); HurtBox hurtBox = this.currentTargetHurtBox; if (hurtBox) { this.subcooldownTimer = 0.2f; OrbManager.instance.AddOrb(new LightningStrikeOrb { attacker = base.gameObject, damageColorIndex = DamageColorIndex.Item, damageValue = this.characterBody.damage * 30f, isCrit = Util.CheckRoll(this.characterBody.crit, this.characterBody.master), procChainMask = default(ProcChainMask), procCoefficient = 1f, target = hurtBox }); this.InvalidateCurrentTarget(); return(true); } return(false); } case EquipmentIndex.PassiveHealing: if (this.passiveHealingFollower) { this.UpdateTargets(); this.passiveHealingFollower.AssignNewTarget(this.currentTargetBodyObject); this.InvalidateCurrentTarget(); return(true); } return(true); case EquipmentIndex.BurnNearby: if (this.characterBody) { this.characterBody.AddHelfireDuration(8f); return(true); } return(true); case EquipmentIndex.SoulCorruptor: { this.UpdateTargets(); HurtBox hurtBox2 = this.currentTargetHurtBox; if (!hurtBox2) { return(false); } if (!hurtBox2.healthComponent || hurtBox2.healthComponent.combinedHealthFraction > 0.25f) { return(false); } Util.TryToCreateGhost(hurtBox2.healthComponent.body, this.characterBody, 30); hurtBox2.healthComponent.Suicide(base.gameObject, null, DamageType.Generic); this.InvalidateCurrentTarget(); return(true); } case EquipmentIndex.Scanner: NetworkServer.Spawn(UnityEngine.Object.Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/NetworkedObjects/ChestScanner"), this.characterBody.corePosition, Quaternion.identity)); return(true); case EquipmentIndex.CrippleWard: NetworkServer.Spawn(UnityEngine.Object.Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/NetworkedObjects/CrippleWard"), this.characterBody.corePosition, Quaternion.identity)); this.inventory.SetEquipmentIndex(EquipmentIndex.None); return(true); case EquipmentIndex.Gateway: return(this.FireGateway()); case EquipmentIndex.Tonic: this.characterBody.AddTimedBuff(BuffIndex.TonicBuff, EquipmentSlot.tonicBuffDuration); if (!Util.CheckRoll(80f, this.characterBody.master)) { this.characterBody.pendingTonicAfflictionCount++; return(true); } return(true); case EquipmentIndex.QuestVolatileBattery: return(false); case EquipmentIndex.Cleanse: { Vector3 corePosition = this.characterBody.corePosition; EffectData effectData2 = new EffectData { origin = corePosition }; effectData2.SetHurtBoxReference(this.characterBody.mainHurtBox); EffectManager.SpawnEffect(Resources.Load <GameObject>("Prefabs/Effects/CleanseEffect"), effectData2, true); BuffIndex buffIndex = BuffIndex.Slow50; BuffIndex buffCount = (BuffIndex)BuffCatalog.buffCount; while (buffIndex < buffCount) { if (BuffCatalog.GetBuffDef(buffIndex).isDebuff) { this.characterBody.ClearTimedBuffs(buffIndex); } buffIndex++; } DotController.RemoveAllDots(base.gameObject); SetStateOnHurt component2 = base.GetComponent <SetStateOnHurt>(); if (component2) { component2.Cleanse(); } float num3 = 6f; float num4 = num3 * num3; TeamIndex teamIndex = this.teamComponent.teamIndex; List <ProjectileController> instancesList = InstanceTracker.GetInstancesList <ProjectileController>(); List <ProjectileController> list = new List <ProjectileController>(); int i = 0; int count = instancesList.Count; while (i < count) { ProjectileController projectileController = instancesList[i]; if (projectileController.teamFilter.teamIndex != teamIndex && (projectileController.transform.position - corePosition).sqrMagnitude < num4) { list.Add(projectileController); } i++; } int j = 0; int count2 = list.Count; while (j < count2) { ProjectileController projectileController2 = list[j]; if (projectileController2) { UnityEngine.Object.Destroy(projectileController2.gameObject); } j++; } return(true); } case EquipmentIndex.FireBallDash: { Ray aimRay3 = this.GetAimRay(); GameObject gameObject4 = UnityEngine.Object.Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/NetworkedObjects/FireballVehicle"), aimRay3.origin, Quaternion.LookRotation(aimRay3.direction)); gameObject4.GetComponent <VehicleSeat>().AssignPassenger(base.gameObject); CharacterBody characterBody = this.characterBody; NetworkUser networkUser; if (characterBody == null) { networkUser = null; } else { CharacterMaster master = characterBody.master; if (master == null) { networkUser = null; } else { PlayerCharacterMasterController playerCharacterMasterController = master.playerCharacterMasterController; networkUser = ((playerCharacterMasterController != null) ? playerCharacterMasterController.networkUser : null); } } NetworkUser networkUser2 = networkUser; if (networkUser2) { NetworkServer.SpawnWithClientAuthority(gameObject4, networkUser2.gameObject); } else { NetworkServer.Spawn(gameObject4); } this.subcooldownTimer = 2f; return(true); } case EquipmentIndex.GainArmor: this.characterBody.AddTimedBuff(BuffIndex.ElephantArmorBoost, 5f); return(true); } return(false); }
// Token: 0x0600042F RID: 1071 RVA: 0x000113A0 File Offset: 0x0000F5A0 private void FireSingle(Vector3 normal, int muzzleIndex) { float num = this.maxDistance; Vector3 vector = this.origin + normal * this.maxDistance; List <BulletAttack.BulletHit> list = new List <BulletAttack.BulletHit>(); bool flag = this.radius == 0f || this.smartCollision; bool flag2 = this.radius != 0f; HashSet <GameObject> hashSet = null; if (this.smartCollision) { hashSet = new HashSet <GameObject>(); } if (flag) { RaycastHit[] array = Physics.RaycastAll(this.origin, normal, num, this.hitMask, this.queryTriggerInteraction); for (int i = 0; i < array.Length; i++) { BulletAttack.BulletHit bulletHit = default(BulletAttack.BulletHit); this.InitBulletHitFromRaycastHit(ref bulletHit, this.origin, normal, ref array[i]); list.Add(bulletHit); if (this.smartCollision) { hashSet.Add(bulletHit.entityObject); } if (bulletHit.distance < num) { num = bulletHit.distance; } } } if (flag2) { LayerMask mask = this.hitMask; if (this.smartCollision) { mask &= ~LayerIndex.world.mask; } RaycastHit[] array2 = Physics.SphereCastAll(this.origin, this.radius, normal, num, mask, this.queryTriggerInteraction); for (int j = 0; j < array2.Length; j++) { BulletAttack.BulletHit bulletHit2 = default(BulletAttack.BulletHit); this.InitBulletHitFromRaycastHit(ref bulletHit2, this.origin, normal, ref array2[j]); if (!this.smartCollision || !hashSet.Contains(bulletHit2.entityObject)) { list.Add(bulletHit2); } } } this.ProcessHitList(list, ref vector, new List <GameObject>()); if (this.tracerEffectPrefab) { EffectData effectData = new EffectData { origin = vector, start = this.origin }; effectData.SetChildLocatorTransformReference(this.weapon, muzzleIndex); EffectManager.SpawnEffect(this.tracerEffectPrefab, effectData, true); } }
// Token: 0x0600055D RID: 1373 RVA: 0x00015BE3 File Offset: 0x00013DE3 public static void SpawnEffect(GameObject effectPrefab, EffectData effectData, bool transmit) { EffectManager.SpawnEffect(EffectCatalog.FindEffectIndexFromPrefab(effectPrefab), effectData, transmit); }
// Token: 0x06000B07 RID: 2823 RVA: 0x00030EAC File Offset: 0x0002F0AC public void Footstep(string childName, GameObject footstepEffect) { if (!this.body) { return; } Transform transform = this.childLocator.FindChild(childName); if (transform) { Color color = Color.gray; RaycastHit raycastHit = default(RaycastHit); Vector3 position = transform.position; position.y += 1.5f; Debug.DrawRay(position, Vector3.down); if (Physics.Raycast(new Ray(position, Vector3.down), out raycastHit, 4f, LayerIndex.world.mask | LayerIndex.water.mask, QueryTriggerInteraction.Collide)) { if (this.bodyInventory && this.bodyInventory.GetItemCount(ItemIndex.Hoof) > 0 && childName == "FootR") { Util.PlaySound("Play_item_proc_hoof", this.body.gameObject); } if (footstepEffect) { EffectManager.SimpleImpactEffect(footstepEffect, raycastHit.point, raycastHit.normal, false); } SurfaceDef objectSurfaceDef = SurfaceDefProvider.GetObjectSurfaceDef(raycastHit.collider, raycastHit.point); bool flag = false; if (objectSurfaceDef) { color = objectSurfaceDef.approximateColor; if (objectSurfaceDef.footstepEffectPrefab) { EffectManager.SpawnEffect(objectSurfaceDef.footstepEffectPrefab, new EffectData { origin = raycastHit.point, scale = this.body.radius }, false); flag = true; } if (!string.IsNullOrEmpty(objectSurfaceDef.materialSwitchString)) { AkSoundEngine.SetSwitch("material", objectSurfaceDef.materialSwitchString, this.body.gameObject); } } else { Debug.LogFormat("{0} is missing surface def", new object[] { raycastHit.collider.gameObject }); } if (this.footstepDustInstanceTransform && !flag) { this.footstepDustInstanceTransform.position = raycastHit.point; this.footstepDustInstanceParticleSystem.main.startColor = color; this.footstepDustInstanceParticleSystem.Play(); if (this.footstepDustInstanceShakeEmitter) { this.footstepDustInstanceShakeEmitter.StartShake(); } } } Util.PlaySound((!string.IsNullOrEmpty(this.sprintFootstepOverrideString) && this.body.isSprinting) ? this.sprintFootstepOverrideString : this.baseFootstepString, this.body.gameObject); return; } Debug.LogWarningFormat("Object {0} lacks ChildLocator entry \"{1}\" to handle Footstep event!", new object[] { base.gameObject.name, childName }); }
private static void HandleEffectClient(NetworkMessage netMsg) { EffectManager.HandleEffectClientInternal(netMsg); }
private static void HandleEffectServer(NetworkMessage netMsg) { EffectManager.HandleEffectServerInternal(netMsg); }
// Token: 0x06000561 RID: 1377 RVA: 0x00015DE9 File Offset: 0x00013FE9 private static void HandleEffectServerInternal(NetworkMessage netMsg) { netMsg.ReadMessage <EffectManager.EffectMessage>(EffectManager.incomingEffectMessage); EffectManager.TransmitEffect(EffectManager.incomingEffectMessage.effectIndex, EffectManager.incomingEffectMessage.effectData, netMsg.conn); }
// Token: 0x0600070C RID: 1804 RVA: 0x0001DEC8 File Offset: 0x0001C0C8 public void OnProjectileImpact(ProjectileImpactInfo impactInfo) { if (!this.alive) { return; } Collider collider = impactInfo.collider; if (collider) { DamageInfo damageInfo = new DamageInfo(); if (this.projectileDamage) { damageInfo.damage = this.projectileDamage.damage; damageInfo.crit = this.projectileDamage.crit; damageInfo.attacker = (this.projectileController.owner ? this.projectileController.owner.gameObject : null); damageInfo.inflictor = base.gameObject; damageInfo.position = impactInfo.estimatedPointOfImpact; damageInfo.force = this.projectileDamage.force * this.transform.forward; damageInfo.procChainMask = this.projectileController.procChainMask; damageInfo.procCoefficient = this.projectileController.procCoefficient; damageInfo.damageColorIndex = this.projectileDamage.damageColorIndex; } HurtBox component = collider.GetComponent <HurtBox>(); if (component) { HealthComponent healthComponent = component.healthComponent; if (healthComponent) { Transform transform = healthComponent.gameObject.transform; if (healthComponent.gameObject == this.projectileController.owner) { return; } if ((!this.pastTargetList.Contains(transform) || (this.canBounceToSameTarget && transform != this.lastTarget)) && (transform == this.currentTarget || this.canHitNonTarget || !this.currentTarget)) { this.pastTargetList.Add(transform); if (this.currentTarget) { this.lastTarget = this.currentTarget; } else { this.lastTarget = transform; } this.currentTarget = this.FindTarget(); this.bounceCount++; healthComponent.TakeDamage(damageInfo); GlobalEventManager.instance.OnHitAll(damageInfo, collider.gameObject); GlobalEventManager.instance.OnHitEnemy(damageInfo, component.healthComponent.gameObject); if (this.projectileDamage) { this.projectileDamage.damage *= this.damageMultiplier; } if (this.impactEffect) { EffectManager.SimpleImpactEffect(this.impactEffect, this.transform.position, -this.transform.forward, !this.projectileController.isPrediction); } if (this.bounceCount >= this.maxBounceCount) { this.alive = false; } } } } else if (this.destroyOnWorldIfNoTarget && this.currentTarget == null) { damageInfo.position = this.transform.position; GlobalEventManager.instance.OnHitAll(damageInfo, collider.gameObject); if (this.impactEffect) { EffectManager.SimpleImpactEffect(this.impactEffect, this.transform.position, -this.transform.forward, !this.projectileController.isPrediction); } this.alive = false; } } if (!this.alive) { UnityEngine.Object.Destroy(base.gameObject); } }
// Token: 0x06000934 RID: 2356 RVA: 0x00027E88 File Offset: 0x00026088 private bool AttemptSpawnOnTarget(GameObject spawnTarget) { if (this.currentMonsterCard == null) { if (CombatDirector.cvDirectorCombatEnableInternalLogs.value) { Debug.Log("Current monster card is null, pick new one."); } this.PrepareNewMonsterWave(this.monsterCards.Evaluate(this.rng.nextNormalizedFloat)); } if (!spawnTarget) { if (CombatDirector.cvDirectorCombatEnableInternalLogs.value) { Debug.LogFormat("Spawn target {0} is invalid.", new object[] { spawnTarget }); } return(false); } if (this.spawnCountInCurrentWave >= this.maximumNumberToSpawnBeforeSkipping) { this.spawnCountInCurrentWave = 0; if (CombatDirector.cvDirectorCombatEnableInternalLogs.value) { Debug.LogFormat("Spawn count has hit the max ({0}/{1}). Aborting spawn.", new object[] { this.spawnCountInCurrentWave, this.maximumNumberToSpawnBeforeSkipping }); } return(false); } int cost = this.currentMonsterCard.cost; int num = this.currentMonsterCard.cost; int num2 = this.currentMonsterCard.cost; CombatDirector.EliteTierDef eliteTierDef = this.currentActiveEliteTier; EliteIndex eliteIndex = this.currentActiveEliteIndex; num2 = (int)((float)num * this.currentActiveEliteTier.costMultiplier); if ((float)num2 <= this.monsterCredit) { num = num2; eliteTierDef = this.currentActiveEliteTier; eliteIndex = this.currentActiveEliteIndex; } else { eliteTierDef = CombatDirector.eliteTiers[0]; eliteIndex = EliteIndex.None; } if (!this.currentMonsterCard.CardIsValid()) { if (CombatDirector.cvDirectorCombatEnableInternalLogs.value) { Debug.LogFormat("Spawn card {0} is invalid, aborting spawn.", new object[] { this.currentMonsterCard.spawnCard }); } return(false); } if (this.monsterCredit < (float)num) { if (CombatDirector.cvDirectorCombatEnableInternalLogs.value) { Debug.LogFormat("Spawn card {0} is too expensive, aborting spawn.", new object[] { this.currentMonsterCard.spawnCard }); } return(false); } if (this.skipSpawnIfTooCheap && (float)(num2 * this.maximumNumberToSpawnBeforeSkipping) < this.monsterCredit) { if (CombatDirector.cvDirectorCombatEnableInternalLogs.value) { Debug.LogFormat("Card {0} seems too cheap ({1}/{2}). Comparing against most expensive possible ({3})", new object[] { this.currentMonsterCard.spawnCard, num * this.maximumNumberToSpawnBeforeSkipping, this.monsterCredit, this.mostExpensiveMonsterCostInDeck }); } if (this.mostExpensiveMonsterCostInDeck > num) { if (CombatDirector.cvDirectorCombatEnableInternalLogs.value) { Debug.LogFormat("Spawn card {0} is too cheap, aborting spawn.", new object[] { this.currentMonsterCard.spawnCard }); } return(false); } } SpawnCard spawnCard = this.currentMonsterCard.spawnCard; DirectorPlacementRule directorPlacementRule = new DirectorPlacementRule { placementMode = DirectorPlacementRule.PlacementMode.Approximate, spawnOnTarget = spawnTarget.transform, preventOverhead = this.currentMonsterCard.preventOverhead }; DirectorCore.GetMonsterSpawnDistance(this.currentMonsterCard.spawnDistance, out directorPlacementRule.minDistance, out directorPlacementRule.maxDistance); directorPlacementRule.minDistance *= this.spawnDistanceMultiplier; directorPlacementRule.maxDistance *= this.spawnDistanceMultiplier; DirectorSpawnRequest directorSpawnRequest = new DirectorSpawnRequest(spawnCard, directorPlacementRule, this.rng); directorSpawnRequest.ignoreTeamMemberLimit = true; directorSpawnRequest.teamIndexOverride = new TeamIndex?(TeamIndex.Monster); GameObject gameObject = DirectorCore.instance.TrySpawnObject(directorSpawnRequest); if (!gameObject) { Debug.LogFormat("Spawn card {0} failed to spawn. Aborting cost procedures.", new object[] { spawnCard }); return(false); } this.monsterCredit -= (float)num; this.spawnCountInCurrentWave++; CharacterMaster component = gameObject.GetComponent <CharacterMaster>(); GameObject bodyObject = component.GetBodyObject(); if (this.combatSquad) { this.combatSquad.AddMember(component); } float num3 = eliteTierDef.healthBoostCoefficient; float damageBoostCoefficient = eliteTierDef.damageBoostCoefficient; EliteDef eliteDef = EliteCatalog.GetEliteDef(eliteIndex); EquipmentIndex equipmentIndex = (eliteDef != null) ? eliteDef.eliteEquipmentIndex : EquipmentIndex.None; if (equipmentIndex != EquipmentIndex.None) { component.inventory.SetEquipmentIndex(equipmentIndex); } if (this.combatSquad) { int livingPlayerCount = Run.instance.livingPlayerCount; num3 *= Mathf.Pow((float)livingPlayerCount, 1f); } component.inventory.GiveItem(ItemIndex.BoostHp, Mathf.RoundToInt((num3 - 1f) * 10f)); component.inventory.GiveItem(ItemIndex.BoostDamage, Mathf.RoundToInt((damageBoostCoefficient - 1f) * 10f)); DeathRewards component2 = bodyObject.GetComponent <DeathRewards>(); if (component2) { component2.expReward = (uint)((float)num * this.expRewardCoefficient * Run.instance.compensatedDifficultyCoefficient); component2.goldReward = (uint)((float)num * this.expRewardCoefficient * 2f * Run.instance.compensatedDifficultyCoefficient); } if (this.spawnEffectPrefab && NetworkServer.active) { Vector3 origin = gameObject.transform.position; CharacterBody component3 = bodyObject.GetComponent <CharacterBody>(); if (component3) { origin = component3.corePosition; } EffectManager.SpawnEffect(this.spawnEffectPrefab, new EffectData { origin = origin }, true); } CombatDirector.OnSpawnedServer onSpawnedServer = this.onSpawnedServer; if (onSpawnedServer != null) { onSpawnedServer.Invoke(gameObject); } return(true); }