public override bool IsHit(Collider collider) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_001e: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Unknown result type (might be due to invalid IL or missing references) int layer = collider.get_gameObject().get_layer(); switch (layer) { case 31: return(false); case 8: { DangerRader component = collider.get_gameObject().GetComponent <DangerRader>(); if (component != null) { return(false); } break; } } if (layer == 11 || layer == 10) { EnemyColliderSettings component2 = collider.get_gameObject().GetComponent <EnemyColliderSettings>(); if (component2 != null && component2.targetCollider.GetInstanceID() == collider.GetInstanceID()) { return(false); } } return(true); }
protected override void OnInitialize() { base.OnInitialize(); base.fsm = new StateMachine(this); base.fsm.SetCurrentState(STATE_TYPE.BATTLE_START); base.think = Goal.Alloc <Goal_Think>(); base.think.SetChoiceGoalSpanTimer(choiceGoalSpan); base.dangerRader = DangerRader.Create(this, 10f); }
public override bool IsHit(Collider collider) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0020: Unknown result type (might be due to invalid IL or missing references) if (((1 << collider.get_gameObject().get_layer()) & ignoreLayerMask) > 0) { return(false); } DangerRader component = collider.get_gameObject().GetComponent <DangerRader>(); if (component != null) { return(false); } return(true); }
public static DangerRader Create(Brain brain, float radius) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_0037: Expected O, but got Unknown DangerRader componentInChildren = brain.get_gameObject().GetComponentInChildren<DangerRader>(); if (componentInChildren != null) { return componentInChildren; } int layer = brain.owner.get_gameObject().get_layer(); componentInChildren = (DangerRader)Utility.CreateGameObjectAndComponent("DangerRader", brain.get_transform(), layer); if (componentInChildren == null) { return null; } componentInChildren.SetRadius(radius); return componentInChildren; }