Esempio n. 1
0
        public static AIShooter SetupBasicAIShooter(GameObject go, int gunid, Transform gunattachpoint, GameObject handobject)
        {
            AIShooter aishoot = go.GetOrAddComponent <AIShooter>();

            aishoot.volley                    = null;
            aishoot.equippedGunId             = gunid;
            aishoot.shouldUseGunReload        = true;
            aishoot.volleyShootPosition       = null;
            aishoot.volleyShellCasing         = null;
            aishoot.volleyShellTransform      = null;
            aishoot.volleyShootVfx            = null;
            aishoot.usesOctantShootVFX        = true;
            aishoot.bulletName                = "default";
            aishoot.customShootCooldownPeriod = 1f;
            aishoot.doesScreenShake           = false;
            aishoot.rampBullets               = false;
            aishoot.rampStartHeight           = 2f;
            aishoot.rampTime                  = 1f;
            aishoot.gunAttachPoint            = gunattachpoint;
            aishoot.bulletScriptAttachPoint   = null;
            aishoot.overallGunAttachOffset    = IntVector2.Zero;
            aishoot.flippedGunAttachOffset    = IntVector2.Zero;
            aishoot.handObject                = handobject.GetComponent <PlayerHandController>();
            aishoot.AllowTwoHands             = true;
            aishoot.ForceGunOnTop             = false;
            aishoot.IsReallyBigBoy            = false;
            aishoot.BackupAimInMoveDirection  = false;
            aishoot.PostProcessProjectile     = null;
            return(aishoot);
        }
Esempio n. 2
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        public static void SpectreBehav()
        {
            Gun cached_poison = PickupObjectDatabase.GetById(208) as Gun;

            Spectre     = EnemyDatabase.GetOrLoadByGuid("56f5a0f2c1fc4bc78875aea617ee31ac");
            HollowPoint = EnemyDatabase.GetOrLoadByGuid("4db03291a12144d69fe940d5a01de376");
            AIShooter SpecShoot = Spectre.gameObject.AddComponent <AIShooter>();

            Spectre.gameObject.GetComponent <AIShooter>().gunAttachPoint.localPosition += new Vector3(0, 0.2f, 0);
            GameObject targetPoison = Spectre.gameObject;

            Spectre.behaviorSpeculator.AttackBehaviors.Remove(Spectre.behaviorSpeculator.AttackBehaviors[1]);
            Spectre.behaviorSpeculator.AttackBehaviors.Add(HollowPoint.behaviorSpeculator.AttackBehaviors[1]);
            Spectre.CollisionDamage = .5f;
            Spectre.SetIsFlying(true, "ghost", true, true);
            var actor = Spectre.gameActor;

            actor.EffectResistances = new ActorEffectResistance[]
            {
                new ActorEffectResistance()
                {
                    resistAmount = 1,
                    resistType   = EffectResistanceType.Poison
                }
            };

            Spectre.healthHaver.SetHealthMaximum(30);
            Spectre.healthHaver.ForceSetCurrentHealth(30);



            if (cached_poison)
            {
                GoopDoer Gooper = targetPoison.AddComponent <GoopDoer>();
                Gooper.goopDefinition         = cached_poison.singleModule.projectiles[0].gameObject.GetComponent <GoopModifier>().goopDefinition;
                Gooper.positionSource         = GoopDoer.PositionSource.HitBoxCenter;
                Gooper.updateTiming           = GoopDoer.UpdateTiming.Always;
                Gooper.updateFrequency        = 0.05f;
                Gooper.isTimed                = false;
                Gooper.goopTime               = 1;
                Gooper.updateOnDeath          = false;
                Gooper.updateOnPreDeath       = false;
                Gooper.updateOnAnimFrames     = false;
                Gooper.updateOnCollision      = false;
                Gooper.updateOnGrounded       = false;
                Gooper.updateOnDestroy        = false;
                Gooper.defaultGoopRadius      = 1.2f;
                Gooper.suppressSplashes       = false;
                Gooper.goopSizeVaries         = false;
                Gooper.varyCycleTime          = 0.9f;
                Gooper.radiusMax              = 1.2f;
                Gooper.radiusMin              = 1.2f;
                Gooper.goopSizeRandom         = false;
                Gooper.UsesDispersalParticles = false;
                Gooper.DispersalDensity       = 3;
                Gooper.DispersalMinCoherency  = 0.2f;
                Gooper.DispersalMaxCoherency  = 1;
            }
        }
Esempio n. 3
0
        // Token: 0x06000056 RID: 86 RVA: 0x00004194 File Offset: 0x00002394
        public void KnightPlacer(PlayerController owner)
        {
            try
            {
                AIActor     orLoadByGuid             = EnemyDatabase.GetOrLoadByGuid("ec8ea75b557d4e7b8ceeaacdf6f8238c");
                IntVector2  intVector                = Vector2Extensions.ToIntVector2(owner.unadjustedAimPoint, (VectorConversions)2);
                RoomHandler absoluteRoomFromPosition = GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector);
                bool        flag = absoluteRoomFromPosition != null && absoluteRoomFromPosition == owner.CurrentRoom && owner.IsInCombat;
                if (flag)
                {
                    AIActor aiactor = AIActor.Spawn(orLoadByGuid.aiActor, owner.CenterPosition, absoluteRoomFromPosition, true, (AIActor.AwakenAnimationType) 2, true);
                    PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                    aiactor.CanTargetEnemies   = true;
                    aiactor.CanTargetPlayers   = false;
                    aiactor.IsHarmlessEnemy    = true;
                    aiactor.CanDropCurrency    = false;
                    aiactor.IgnoreForRoomClear = true;
                    aiactor.MovementSpeed      = 5.95f;
                    aiactor.CompanionOwner     = owner;
                    aiactor.IsBuffEnemy        = true;
                    aiactor.isPassable         = true;
                    aiactor.gameObject.AddComponent <KillOnRoomClear>();
                    aiactor.reinforceType = (AIActor.ReinforceType) 2;
                    aiactor.HandleReinforcementFallIntoRoom(0.1f);

                    //added this so the player doesn't collide with the nut when dodge rolling, he goes through companions
                    aiactor.gameObject.AddComponent <CompanionController>();
                    CompanionController component = aiactor.gameObject.GetComponent <CompanionController>();
                    component.Initialize(owner);

                    this.nut = aiactor;
                    MindControlEffect orAddComponent = GameObjectExtensions.GetOrAddComponent <MindControlEffect>(aiactor.gameObject);
                    orAddComponent.owner = (this.gun.CurrentOwner as PlayerController);

                    // to make the nut invincible against the player effects or any other damage effects
                    if (aiactor.healthHaver != null)
                    {
                        aiactor.healthHaver.PreventAllDamage = true;
                    }

                    // to prevent the attacks of the nut from damaging the player
                    if (aiactor.bulletBank != null)
                    {
                        AIBulletBank bulletBank = aiactor.bulletBank;
                        bulletBank.OnProjectileCreated = (Action <Projectile>)Delegate.Combine(bulletBank.OnProjectileCreated, new Action <Projectile>(CopperChariot.OnPostProcessProjectile));
                    }
                    if (aiactor.aiShooter != null)
                    {
                        AIShooter aiShooter = aiactor.aiShooter;
                        aiShooter.PostProcessProjectile = (Action <Projectile>)Delegate.Combine(aiShooter.PostProcessProjectile, new Action <Projectile>(CopperChariot.OnPostProcessProjectile));
                    }
                }
            }
            catch (Exception e)
            {
                Tools.Print("Copper KnightPlacer", "FFFFFF", true);
                Tools.PrintException(e);
            }
        }
 // Token: 0x06004872 RID: 18546 RVA: 0x0002F6F0 File Offset: 0x0002D8F0
 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     if (this.goneAttackBehavior != null)
     {
         this.goneAttackBehavior.Init(gameObject, aiActor, aiShooter);
     }
 }
Esempio n. 5
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        private static AIShooter SetupAIShooter(GameObject outObject)
        {
            AIShooter  shooter = outObject.GetComponent <AIShooter>();
            tk2dSprite sprite  = outObject.GetComponent <tk2dSprite>();

            string m_CachedShooter = JsonUtility.ToJson(shooter);

            // AIShooter has some stuff setup prior to game object getting disabled. This ensures old stuff gets properly nuked.
            GunInventory m_inventory = ReflectionHelpers.ReflectGetField <GunInventory>(typeof(AIShooter), "m_inventory", shooter);
            List <PlayerHandController> m_attachedHands = ReflectionHelpers.ReflectGetField <List <PlayerHandController> >(typeof(AIShooter), "m_attachedHands", shooter);

            // Removes old Smiley/Shades gun sprite renderers from main renderer
            foreach (var gun in m_inventory.AllGuns)
            {
                sprite.DetachRenderer(gun.GetSprite());
                UnityEngine.Object.Destroy(gun.gameObject);
            }

            // just to make sure
            if (m_inventory.CurrentGun)
            {
                sprite.DetachRenderer(m_inventory.CurrentGun.GetSprite());
                UnityEngine.Object.Destroy(m_inventory.CurrentGun.gameObject);
            }

            // Gets rid of old hands
            // AIShooter had also attached the hand's renderers to the gun's sprite but since the previous gun was nuked it doesn't matter.
            foreach (PlayerHandController hand in m_attachedHands)
            {
                UnityEngine.Object.Destroy(hand.gameObject);
            }

            UnityEngine.Object.Destroy(shooter.gunAttachPoint.gameObject);
            UnityEngine.Object.Destroy(shooter);

            // Now that old AIShooter is gone we can add a new one.
            // This time host object is already inactive so don't have to worry about some unneeded trash hanging around. :P
            shooter = outObject.AddComponent <AIShooter>();
            // Restore some fields the previous AIShooter had.
            JsonUtility.FromJsonOverwrite(m_CachedShooter, shooter);

            // Setup new GunAttachPoint to avoid using any remnent of old AIShooter.
            shooter.gunAttachPoint = new GameObject("GunAttachPoint")
            {
                layer = 0
            }.transform;
            // position doesn't need to saved as its manually set to fit each west bro later
            shooter.gunAttachPoint.SetParent(outObject.transform);

            return(shooter);
        }
        public void knightPlacer(PlayerController owner)
        {
            IntVector2  aim  = Vector2Extensions.ToIntVector2(owner.unadjustedAimPoint, VectorConversions.Round);
            RoomHandler room = GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(aim);

            if (room != null && room == owner.CurrentRoom && owner.IsInCombat)
            {
                AIActor orLoadByGuid = EnemyDatabase.GetOrLoadByGuid("ec8ea75b557d4e7b8ceeaacdf6f8238c");


                AIActor aiActor = AIActor.Spawn(orLoadByGuid.aiActor, owner.CenterPosition, room, true, AIActor.AwakenAnimationType.Spawn, true);
                PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiActor.specRigidbody, null, false);
                aiActor.CanTargetEnemies   = true;
                aiActor.CanTargetPlayers   = false;
                aiActor.IsHarmlessEnemy    = true;
                aiActor.CanDropCurrency    = false;
                aiActor.IgnoreForRoomClear = true;
                aiActor.MovementSpeed      = 6.1f;
                aiActor.CompanionOwner     = owner;
                aiActor.IsBuffEnemy        = true;
                aiActor.isPassable         = true;

                aiActor.gameObject.AddComponent <KillOnRoomClear>();
                aiActor.reinforceType = AIActor.ReinforceType.Instant;
                aiActor.HandleReinforcementFallIntoRoom(.1f);
                nut = aiActor;

                MindControlEffect mindControl = aiActor.gameObject.GetOrAddComponent <MindControlEffect>();
                mindControl.owner = (this.gun.CurrentOwner as PlayerController);

                aiActor.aiShooter.IsReallyBigBoy = true;

                aiActor.aiShooter.customShootCooldownPeriod = .25f;
                aiActor.Update();

                if (nut.bulletBank != null)
                {
                    AIBulletBank bulletBank = nut.bulletBank;
                    bulletBank.OnProjectileCreated = (Action <Projectile>)Delegate.Combine(bulletBank.OnProjectileCreated, new Action <Projectile>(CopperChariot.OnPostProcessProjectile));
                }
                if (nut.aiShooter != null)
                {
                    AIShooter aiShooter = nut.aiShooter;
                    aiShooter.PostProcessProjectile = (Action <Projectile>)Delegate.Combine(aiShooter.PostProcessProjectile, new Action <Projectile>(CopperChariot.OnPostProcessProjectile));
                }
            }
        }
        public void Start()
        {
            enemy = base.aiActor;
            AIBulletBank bulletBank2 = enemy.bulletBank;

            foreach (AIBulletBank.Entry bullet in bulletBank2.Bullets)
            {
                bullet.BulletObject.GetComponent <Projectile>().BulletScriptSettings.preventPooling = true;
            }
            if (enemy.aiShooter != null)
            {
                AIShooter aiShooter = enemy.aiShooter;
                aiShooter.PostProcessProjectile = (Action <Projectile>)Delegate.Combine(aiShooter.PostProcessProjectile, new Action <Projectile>(this.PostProcessSpawnedEnemyProjectiles));
            }

            if (enemy.bulletBank != null)
            {
                AIBulletBank bulletBank = enemy.bulletBank;
                bulletBank.OnProjectileCreated = (Action <Projectile>)Delegate.Combine(bulletBank.OnProjectileCreated, new Action <Projectile>(this.PostProcessSpawnedEnemyProjectiles));
            }
        }
Esempio n. 8
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 // Token: 0x060003C7 RID: 967 RVA: 0x000232D4 File Offset: 0x000214D4
 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     this.Owner = this.m_aiActor.GetComponent <Winpetster.WinpetsterBehavior>().Owner;
 }
Esempio n. 9
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 public ShooterChaseState(AIShooter _aiShooter)
 {
     aiShooter = _aiShooter;
     myID      = StateID.ChasingTarget;
 }
        // Token: 0x06000056 RID: 86 RVA: 0x00004194 File Offset: 0x00002394
        public void KnightPlacer(PlayerController owner)
        {
            try
            {
                AIActor     orLoadByGuid             = EnemyDatabase.GetOrLoadByGuid("ec8ea75b557d4e7b8ceeaacdf6f8238c");
                IntVector2  intVector                = Vector2Extensions.ToIntVector2(owner.unadjustedAimPoint, (VectorConversions)2);
                RoomHandler absoluteRoomFromPosition = GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector);
                bool        flag = absoluteRoomFromPosition != null && absoluteRoomFromPosition == owner.CurrentRoom && owner.IsInCombat;
                if (flag)
                {
                    AIActor aiactor = AIActor.Spawn(orLoadByGuid.aiActor, owner.CenterPosition, absoluteRoomFromPosition, true, (AIActor.AwakenAnimationType) 2, true);
                    PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(aiactor.specRigidbody, null, false);
                    aiactor.CanTargetEnemies   = true;
                    aiactor.CanTargetPlayers   = false;
                    aiactor.IsHarmlessEnemy    = true;
                    aiactor.CanDropCurrency    = false;
                    aiactor.IgnoreForRoomClear = true;
                    aiactor.MovementSpeed      = 5.95f;
                    aiactor.CompanionOwner     = owner;
                    aiactor.IsBuffEnemy        = true;
                    aiactor.isPassable         = true;
                    aiactor.gameObject.AddComponent <KillOnRoomClear>();
                    aiactor.reinforceType = (AIActor.ReinforceType) 2;
                    aiactor.HandleReinforcementFallIntoRoom(0.1f);

                    aiactor.specRigidbody.AddCollisionLayerIgnoreOverride(
                        CollisionMask.LayerToMask(CollisionLayer.EnemyHitBox, CollisionLayer.EnemyCollider, CollisionLayer.PlayerHitBox,
                                                  CollisionLayer.Projectile, CollisionLayer.PlayerCollider, CollisionLayer.PlayerBlocker, CollisionLayer.BeamBlocker)
                        );
                    aiactor.specRigidbody.AddCollisionLayerIgnoreOverride(CollisionMask.LayerToMask(CollisionLayer.BulletBlocker, CollisionLayer.BulletBreakable, CollisionLayer.Trap));

                    /*
                     * aiactor.gameObject.AddComponent<CompanionController>();
                     * CompanionController component = aiactor.gameObject.GetComponent<CompanionController>();
                     * component.Initialize(owner);
                     */


                    this.nut = aiactor;
                    MindControlEffect orAddComponent = GameObjectExtensions.GetOrAddComponent <MindControlEffect>(aiactor.gameObject);
                    orAddComponent.owner = (this.gun.CurrentOwner as PlayerController);
                    if (aiactor.healthHaver != null)
                    {
                        aiactor.healthHaver.PreventAllDamage = true;
                    }
                    if (aiactor.bulletBank != null)
                    {
                        AIBulletBank bulletBank = aiactor.bulletBank;
                        bulletBank.OnProjectileCreated = (Action <Projectile>)Delegate.Combine(bulletBank.OnProjectileCreated, new Action <Projectile>(this.OnPostProcessProjectile));
                    }
                    if (aiactor.aiShooter != null)
                    {
                        AIShooter aiShooter = aiactor.aiShooter;
                        aiShooter.PostProcessProjectile = (Action <Projectile>)Delegate.Combine(aiShooter.PostProcessProjectile, new Action <Projectile>(this.OnPostProcessProjectile));
                    }
                    aiactor.LocalTimeScale = 3;
                }
            }
            catch (Exception e)
            {
                Tools.Print("Copper KnightPlacer", "FFFFFF", true);
                Tools.PrintException(e);
            }
        }
Esempio n. 11
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 public ShooterHurtState(AIShooter _aiShooter)
 {
     aiShooter = _aiShooter;
     myID      = StateID.Hurt;
 }
Esempio n. 12
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 public static void DuplicateAIShooterAndAIBulletBank(GameObject targetObject, AIShooter sourceShooter, AIBulletBank sourceBulletBank, int startingGunOverrideID = 0, Transform gunAttachPointOverride = null, Transform bulletScriptAttachPointOverride = null, PlayerHandController overrideHandObject = null)
 {
     if (targetObject.GetComponent <AIShooter>() && targetObject.GetComponent <AIBulletBank>())
     {
         return;
     }
     if (!targetObject.GetComponent <AIBulletBank>())
     {
         AIBulletBank aibulletBank = targetObject.AddComponent <AIBulletBank>();
         aibulletBank.Bullets = new List <AIBulletBank.Entry>(0);
         if (sourceBulletBank.Bullets.Count > 0)
         {
             foreach (AIBulletBank.Entry entry in sourceBulletBank.Bullets)
             {
                 aibulletBank.Bullets.Add(new AIBulletBank.Entry
                 {
                     Name               = entry.Name,
                     BulletObject       = entry.BulletObject,
                     OverrideProjectile = entry.OverrideProjectile,
                     ProjectileData     = new ProjectileData
                     {
                         damage  = entry.ProjectileData.damage,
                         speed   = entry.ProjectileData.speed,
                         range   = entry.ProjectileData.range,
                         force   = entry.ProjectileData.force,
                         damping = entry.ProjectileData.damping,
                         UsesCustomAccelerationCurve     = entry.ProjectileData.UsesCustomAccelerationCurve,
                         AccelerationCurve               = entry.ProjectileData.AccelerationCurve,
                         CustomAccelerationCurveDuration = entry.ProjectileData.CustomAccelerationCurveDuration,
                         onDestroyBulletScript           = entry.ProjectileData.onDestroyBulletScript,
                         IgnoreAccelCurveTime            = entry.ProjectileData.IgnoreAccelCurveTime
                     },
                     PlayAudio               = entry.PlayAudio,
                     AudioSwitch             = entry.AudioSwitch,
                     AudioEvent              = entry.AudioEvent,
                     AudioLimitOncePerFrame  = entry.AudioLimitOncePerFrame,
                     AudioLimitOncePerAttack = entry.AudioLimitOncePerAttack,
                     MuzzleFlashEffects      = new VFXPool
                     {
                         effects = entry.MuzzleFlashEffects.effects,
                         type    = entry.MuzzleFlashEffects.type
                     },
                     MuzzleLimitOncePerFrame          = entry.MuzzleLimitOncePerFrame,
                     MuzzleInheritsTransformDirection = entry.MuzzleInheritsTransformDirection,
                     ShellTransform                = entry.ShellTransform,
                     ShellPrefab                   = entry.ShellPrefab,
                     ShellForce                    = entry.ShellForce,
                     ShellForceVariance            = entry.ShellForceVariance,
                     DontRotateShell               = entry.DontRotateShell,
                     ShellGroundOffset             = entry.ShellGroundOffset,
                     ShellsLimitOncePerFrame       = entry.ShellsLimitOncePerFrame,
                     rampBullets                   = entry.rampBullets,
                     conditionalMinDegFromNorth    = entry.conditionalMinDegFromNorth,
                     forceCanHitEnemies            = entry.forceCanHitEnemies,
                     suppressHitEffectsIfOffscreen = entry.suppressHitEffectsIfOffscreen,
                     preloadCount                  = entry.preloadCount
                 });
             }
         }
         aibulletBank.useDefaultBulletIfMissing = true;
         aibulletBank.transforms = new List <Transform>();
         if (sourceBulletBank.transforms != null && sourceBulletBank.transforms.Count > 0)
         {
             foreach (Transform item in sourceBulletBank.transforms)
             {
                 aibulletBank.transforms.Add(item);
             }
         }
         aibulletBank.RegenerateCache();
     }
     if (!targetObject.GetComponent <AIShooter>())
     {
         AIShooter aishooter = targetObject.AddComponent <AIShooter>();
         aishooter.volley = sourceShooter.volley;
         if (startingGunOverrideID != 0)
         {
             aishooter.equippedGunId = startingGunOverrideID;
         }
         else
         {
             aishooter.equippedGunId = sourceShooter.equippedGunId;
         }
         aishooter.shouldUseGunReload        = true;
         aishooter.volleyShootPosition       = sourceShooter.volleyShootPosition;
         aishooter.volleyShellCasing         = sourceShooter.volleyShellCasing;
         aishooter.volleyShellTransform      = sourceShooter.volleyShellTransform;
         aishooter.volleyShootVfx            = sourceShooter.volleyShootVfx;
         aishooter.usesOctantShootVFX        = sourceShooter.usesOctantShootVFX;
         aishooter.bulletName                = sourceShooter.bulletName;
         aishooter.customShootCooldownPeriod = sourceShooter.customShootCooldownPeriod;
         aishooter.doesScreenShake           = sourceShooter.doesScreenShake;
         aishooter.rampBullets               = sourceShooter.rampBullets;
         aishooter.rampStartHeight           = sourceShooter.rampStartHeight;
         aishooter.rampTime = sourceShooter.rampTime;
         if (gunAttachPointOverride)
         {
             aishooter.gunAttachPoint = gunAttachPointOverride;
         }
         else
         {
             aishooter.gunAttachPoint = sourceShooter.gunAttachPoint;
         }
         if (bulletScriptAttachPointOverride)
         {
             aishooter.bulletScriptAttachPoint = bulletScriptAttachPointOverride;
         }
         else
         {
             aishooter.bulletScriptAttachPoint = sourceShooter.bulletScriptAttachPoint;
         }
         aishooter.overallGunAttachOffset = sourceShooter.overallGunAttachOffset;
         aishooter.flippedGunAttachOffset = sourceShooter.flippedGunAttachOffset;
         if (overrideHandObject)
         {
             aishooter.handObject = overrideHandObject;
         }
         else
         {
             aishooter.handObject = sourceShooter.handObject;
         }
         aishooter.AllowTwoHands            = sourceShooter.AllowTwoHands;
         aishooter.ForceGunOnTop            = sourceShooter.ForceGunOnTop;
         aishooter.IsReallyBigBoy           = sourceShooter.IsReallyBigBoy;
         aishooter.BackupAimInMoveDirection = sourceShooter.BackupAimInMoveDirection;
         aishooter.RegenerateCache();
     }
 }
Esempio n. 13
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 public ShooterRoamState(AIShooter _aiShooter)
 {
     aiShooter = _aiShooter;
     myID      = StateID.Roaming;
 }
 private void Start()
 {
     m_AIActor = aiActor; m_AIShooter = aiShooter;
 }
        public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
        {
            base.Init(gameObject, aiActor, aiShooter);

            this.ConstraintChaos();
        }
 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     this.Owner = this.m_aiActor.GetComponent <BabyGoodShellicopter.ChopperBehavior>().Owner;
 }
Esempio n. 17
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 public ShooterAttackState(AIShooter _aiShooter)
 {
     aiShooter = _aiShooter;
     myID      = StateID.Attack;
 }
Esempio n. 18
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 public ShooterDeadState(AIShooter _aiShooter)
 {
     aiShooter = _aiShooter;
     myID      = StateID.Dead;
 }
Esempio n. 19
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 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     LinkVFXPrefab = Gungeon.Game.Items["shock_rounds"].GetComponent <ComplexProjectileModifier>().ChainLightningVFX;
     Owner         = this.m_aiActor.GetComponent <PikaBehavior>().Owner;
 }
Esempio n. 20
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 // Token: 0x0600011C RID: 284 RVA: 0x0000A9F9 File Offset: 0x00008BF9
 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     this.Owner = this.m_aiActor.GetComponent <PointZero.PointZeroBehaviour>().Owner;
 }
        public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
        {
            base.Init(gameObject, aiActor, aiShooter);

            m_playerHealth = GameManager.Instance.PrimaryPlayer.healthHaver;
        }
Esempio n. 22
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 public ShooterIdleState(AIShooter _aiShooter)
 {
     aiShooter = _aiShooter;
     myID      = StateID.Idle;
 }
Esempio n. 23
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 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     this.Owner = this.m_aiActor.GetComponent <StrangeArrow.arrowBehavior>().Owner;
 }
 // Token: 0x0600039F RID: 927 RVA: 0x0001E332 File Offset: 0x0001C532
 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     this.Owner = this.m_aiActor.GetComponent <AbilityRebel.AllyBehavior>().Owner;
 }
Esempio n. 25
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 // Token: 0x0600011C RID: 284 RVA: 0x0000A9F9 File Offset: 0x00008BF9
 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     this.Owner = this.m_aiActor.GetComponent <GlowingWomb.WombBehavior>().Owner;
 }
Esempio n. 26
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 public ShooterReloadState(AIShooter _aiShooter)
 {
     aiShooter = _aiShooter;
     myID      = StateID.Reload;
 }
Esempio n. 27
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 // Token: 0x06000126 RID: 294 RVA: 0x00009E97 File Offset: 0x00008097
 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
 }
Esempio n. 28
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 // Token: 0x0600011C RID: 284 RVA: 0x0000A9F9 File Offset: 0x00008BF9
 public override void Init(GameObject gameObject, AIActor aiActor, AIShooter aiShooter)
 {
     base.Init(gameObject, aiActor, aiShooter);
     this.Owner = this.m_aiActor.GetComponent <IceOgreHead.PenguinBehavior>().Owner;
 }