Esempio n. 1
0
 private void fortuneTellerUpdate()
 {
     if (player == PlayerControl.LocalPlayer && !meetingFlag)
     {
         foreach (PlayerControl p in PlayerControl.AllPlayerControls)
         {
             if (!progress.ContainsKey(p.PlayerId))
             {
                 progress[p.PlayerId] = 0f;
             }
             if (p.isDead())
             {
                 continue;
             }
             var   fortuneTeller = PlayerControl.LocalPlayer;
             float distance      = Vector3.Distance(p.transform.position, fortuneTeller.transform.position);
             // 障害物判定
             bool anythingBetween = PhysicsHelpers.AnythingBetween(p.GetTruePosition(), fortuneTeller.GetTruePosition(), Constants.ShipAndObjectsMask, false);
             if (!anythingBetween && distance <= FortuneTeller.distance && progress[p.PlayerId] < duration)
             {
                 progress[p.PlayerId] += Time.fixedDeltaTime;
             }
         }
     }
 }
Esempio n. 2
0
            static PlayerControl FindClosestTarget(ref PlayerControl local)
            {
                PlayerControl result = null;

                if (!ShipStatus.Instance)
                {
                    return(null);
                }
                float distance =
                    GameOptionsData.KillDistances[Mathf.Clamp(PlayerControl.GameOptions.KillDistance, 0, 2)];
                var truePos = local.GetTruePosition();

                foreach (var p in GameData.Instance.AllPlayers)
                {
                    if (!p.Disconnected && p.PlayerId != local.PlayerId && !p.IsDead && p.Object.CanMove)
                    {
                        var control = p.Object;
                        if (control != null)
                        {
                            var   vector    = control.GetTruePosition() - truePos;
                            float magnitude = vector.magnitude;
                            if (magnitude <= distance && !PhysicsHelpers.AnyNonTriggersBetween(truePos,
                                                                                               vector.normalized, magnitude, Constants.InfinitySymbol))
                            {
                                result   = control;
                                distance = magnitude;
                            }
                        }
                    }
                }

                return(result);
            }
Esempio n. 3
0
        public static PlayerControl FindClosestPlayer(this PlayerControl player)
        {
            PlayerControl result = null;
            float         num    = GameOptionsData.KillDistances[Mathf.Clamp(PlayerControl.GameOptions.KillDistance, 0, 2)];

            if (!ShipStatus.Instance)
            {
                return(null);
            }
            Vector2 truePosition = player.GetTruePosition();
            List <GameData.PlayerInfo> allPlayers = GameData.Instance.AllPlayers.ToArray().ToList();

            for (int i = 0; i < allPlayers.Count; i++)
            {
                GameData.PlayerInfo playerInfo = allPlayers[i];
                if (!playerInfo.Disconnected && playerInfo.PlayerId != player.PlayerId && !playerInfo.IsDead)
                {
                    PlayerControl @object = playerInfo.Object;
                    if (@object)
                    {
                        Vector2 vector    = @object.GetTruePosition() - truePosition;
                        float   magnitude = vector.magnitude;
                        if (magnitude <= num && !PhysicsHelpers.AnyNonTriggersBetween(truePosition, vector.normalized, magnitude, Constants.ShipAndObjectsMask))
                        {
                            result = @object;
                            num    = magnitude;
                        }
                    }
                }
            }
            return(result);
        }
Esempio n. 4
0
            public static bool Vent_CanUse(Vent __instance,
                                           [HarmonyArgument(1)] ref bool canUse,
                                           [HarmonyArgument(2)] ref bool couldUse,
                                           ref float __result)
            {
                BaseRole?role = PlayerControl.LocalPlayer.GetRole();

                if (role == null)
                {
                    return(true);
                }

                couldUse = canUse = role.CanVent(__instance);
                __result = float.MaxValue;

                if (canUse)
                {
                    Vector2 myPos   = PlayerControl.LocalPlayer.GetTruePosition();
                    Vector3 ventPos = __instance.transform.position;
                    __result = Vector2.Distance(myPos, ventPos);
                    canUse  &= __result <= __instance.UsableDistance &&
                               !PhysicsHelpers.AnythingBetween(myPos, ventPos, Constants.ShipOnlyMask, false);
                }

                return(false);
            }
            public static bool Prefix(Vent __instance, PlayerControl NMEAPOJFNKA)
            {
                PlayerControl pc = NMEAPOJFNKA;

                if (!__instance.ExitVentAnim)
                {
                    return(false);
                }

                var truePosition = PlayerControl.LocalPlayer.GetTruePosition();

                Vector2 vector    = pc.GetTruePosition() - truePosition;
                var     magnitude = vector.magnitude;

                if (pc.AmOwner || magnitude < PlayerControl.LocalPlayer.myLight.LightRadius &&
                    !PhysicsHelpers.AnyNonTriggersBetween(truePosition, vector.normalized, magnitude,
                                                          ShipAndObjectsMask))
                {
                    __instance.GetComponent <SpriteAnim>().Play(__instance.ExitVentAnim, 1f);
                }

                if (pc.AmOwner && Constants.Method_3()) //ShouldPlaySfx
                {
                    SoundManager.Instance.StopSound(ShipStatus.Instance.VentEnterSound);
                    SoundManager.Instance.PlaySound(ShipStatus.Instance.VentEnterSound, false, 1f).pitch =
                        UnityEngine.Random.Range(0.8f, 1.2f);
                }

                return(false);
            }
Esempio n. 6
0
        public static PlayerControl FindClosestTarget(PlayerControl currentPlayer)
        {
            PlayerControl playerControl1 = (PlayerControl)null;
            float         num            = GameOptionsData.KillDistances[Mathf.Clamp(PlayerControl.GameOptions.KillDistance, 0, 2)];

            if (!(bool)ShipStatus.Instance)
            {
                return(null);
            }
            Vector2 truePosition = currentPlayer.GetTruePosition();

            Il2CppSystem.Collections.Generic.List <GameData.PlayerInfo> allPlayers = GameData.Instance.AllPlayers;
            for (int index = 0; index < allPlayers.Count; ++index)
            {
                GameData.PlayerInfo playerInfo = allPlayers[index];
                if (!playerInfo.Disconnected && playerInfo.PlayerId != currentPlayer.PlayerId && !playerInfo.IsDead)
                {
                    PlayerControl playerControl2 = playerInfo.Object;
                    if ((bool)playerControl2)
                    {
                        Vector2 vector2   = playerControl2.GetTruePosition() - truePosition;
                        float   magnitude = vector2.magnitude;
                        if (magnitude <= (double)num && !PhysicsHelpers.AnyNonTriggersBetween(truePosition, vector2.normalized, magnitude, Constants.ShipAndObjectsMask))
                        {
                            playerControl1 = playerControl2;
                            num            = magnitude;
                        }
                    }
                }
            }
            return(playerControl1);
        }
Esempio n. 7
0
            static bool Prefix(Console __instance, GameData.PlayerInfo __0, out bool __1, out bool __2)
            {
                float         num     = float.MaxValue;
                PlayerControl @object = __0.Object;

                var flag = @object.Is(RoleEnum.Glitch) || @object.Is(RoleEnum.Jester) ||
                           @object.Is(RoleEnum.Shifter) || @object.Is(RoleEnum.Executioner) ||
                           @object.Is(RoleEnum.Arsonist);

                Vector2 truePosition = @object.GetTruePosition();
                Vector3 position     = __instance.transform.position;

                __2 = ((!__0.IsDead || (PlayerControl.GameOptions.GhostsDoTasks && !__instance.GhostsIgnored)) &&
                       @object.CanMove &&
                       (__instance.AllowImpostor || (!flag && !__0.IsImpostor)) &&
                       (!__instance.onlySameRoom || MethodRewrites.InRoom(__instance, truePosition)) &&
                       (!__instance.onlyFromBelow || truePosition.y < position.y) &&
                       MethodRewrites.FindTask(__instance, @object));
                __1 = __2;
                if (__1)
                {
                    num  = Vector2.Distance(truePosition, __instance.transform.position);
                    __1 &= (num <= __instance.UsableDistance);
                    if (__instance.checkWalls)
                    {
                        __1 &= !PhysicsHelpers.AnythingBetween(truePosition, position, Constants.ShadowMask, false);
                    }
                }

                return(false);
            }
Esempio n. 8
0
        protected override void HandleShotRelease()
        {
            if (_isReloading)
            {
                return;
            }
            _isReloading = true;
            weaponStatusImage.enabled    = true;
            weaponStatusImage.fillAmount = 0f;
            weaponStatusImage.color      = Color.white;
            var proj = PoolManager.Instance.ReuseObject(_projectile, transform.position, transform.rotation);

            var projectileCollision = proj.GetComponentInChildren <ProjectileCollisionBehaviour> ();

            projectileCollision.aoeRadius  = settings.aoeRadius;
            projectileCollision.damage     = settings.damage;
            projectileCollision.crashSound = settings.explodeSound;

            PlayerAudioBehaviour.PlaySound(settings.launchSound, transform.position);

            var   target     = _crossHair.transform.position;
            float shotHeight = target.magnitude * settings.multiplier;

            proj.GetComponent <Rigidbody> ().velocity = PhysicsHelpers.velocityForBasketBallThrow(transform.position, target, shotHeight);
            _timeChanneled = 0f;
        }
Esempio n. 9
0
        public static PlayerControl getClosestPlayer(PlayerControl refPlayer, List <PlayerControl> AllPlayers)
        {
            var           num         = double.MaxValue;
            var           refPosition = refPlayer.GetTruePosition();
            PlayerControl result      = null;

            foreach (var player in AllPlayers)
            {
                if (player.Data.IsDead || player.PlayerId == refPlayer.PlayerId || !player.Collider.enabled)
                {
                    continue;
                }
                var playerPosition     = player.GetTruePosition();
                var distBetweenPlayers = Vector2.Distance(refPosition, playerPosition);
                var isClosest          = distBetweenPlayers < num;
                if (!isClosest)
                {
                    continue;
                }
                var vector = playerPosition - refPosition;
                if (PhysicsHelpers.AnyNonTriggersBetween(
                        refPosition, vector.normalized, vector.magnitude, Constants.ShipAndObjectsMask
                        ))
                {
                    continue;
                }
                num    = distBetweenPlayers;
                result = player;
            }

            return(result);
        }
        static PlayerControl setAnyRoleTarget()
        {
            PlayerControl result = null;
            float         num    = GameOptionsData.KillDistances[Mathf.Clamp(PlayerControl.GameOptions.KillDistance, 0, 2)];

            if (!ShipStatus.Instance)
            {
                return(result);
            }

            Vector2 truePosition = PlayerControl.LocalPlayer.GetTruePosition();

            Il2CppSystem.Collections.Generic.List <GameData.PlayerInfo> allPlayers = GameData.Instance.AllPlayers;
            for (int i = 0; i < allPlayers.Count; i++)
            {
                GameData.PlayerInfo playerInfo = allPlayers[i];
                if (!playerInfo.Disconnected && playerInfo.PlayerId != PlayerControl.LocalPlayer.PlayerId && !playerInfo.IsDead)
                {
                    PlayerControl @object = playerInfo.Object;
                    if (@object && [email protected])
                    {
                        Vector2 vector    = @object.GetTruePosition() - truePosition;
                        float   magnitude = vector.magnitude;
                        if (magnitude <= num && !PhysicsHelpers.AnyNonTriggersBetween(truePosition, vector.normalized, magnitude, Constants.ShipAndObjectsMask))
                        {
                            result = @object;
                            num    = magnitude;
                        }
                    }
                }
            }
            return(result);
        }
Esempio n. 11
0
    private void CalculateOrientationFromSurroundings()
    {
        var rayResults = PhysicsHelpers.CastRays(vehicleBounds.center, showOrientationCasters, 15, 15, 10, groundMask, Space.World);
        var rayHits    = rayResults.Where(rayResult => rayResult.raycastHit);

        var nextUp = Vector3.up;

        if (rayHits.Count() > 0)
        {
            nextUp = (rayHits.Select(rayInfo => rayInfo.hitData[0].normal).Aggregate((firstRay, secondRay) => firstRay + secondRay) / rayHits.Count()).normalized;
        }
        up      = Vector3.Lerp(up, nextUp, Time.fixedDeltaTime * 5);
        forward = Vector3.ProjectOnPlane(transform.forward, up).normalized;
        right   = Quaternion.AngleAxis(90, up) * forward;

        if (showCalculatedUp)
        {
            Debug.DrawRay(vehicleBounds.center, up * 5, Color.green);
        }
        if (showCalculatedForward)
        {
            Debug.DrawRay(vehicleBounds.center, forward * 5, Color.blue);
        }
        if (showCalculatedRight)
        {
            Debug.DrawRay(vehicleBounds.center, right * 5, Color.red);
        }
    }
        private void FireIfNeeded()
        {
            if (_fireRate <= 0f)
            {
                _fireRate = settings.projectileSpeed;
                var proj = PoolManager.Instance.ReuseObject(_projectile, transform.position, transform.rotation);

                var projectileCollision = proj.GetComponentInChildren <ProjectileCollisionBehaviour> ();
                projectileCollision.aoeRadius  = settings.aoeRadius;
                projectileCollision.damage     = settings.damage;
                projectileCollision.crashSound = settings.explodeSound;

                PlayerAudioBehaviour.PlaySound(settings.launchSound, transform.position);

                var target = _crossHair.transform.position;
                target.x += UnityEngine.Random.Range(-0.5f, 0.5f);
                target.z += UnityEngine.Random.Range(-0.5f, 0.5f);

                float shotHeight = target.magnitude * settings.multiplier;

                proj.GetComponent <Rigidbody> ().velocity = PhysicsHelpers.velocityForBasketBallThrow(transform.position, target, shotHeight);
            }

            _timeChanneled += Time.deltaTime;
            weaponStatusImage.fillAmount = _timeChanneled / settings.channelTime;
            weaponStatusImage.color      = Color.Lerp(Color.white, Color.red, _timeChanneled / settings.channelTime);
            if (weaponStatusImage.fillAmount >= 1f)
            {
                _state         = EMachineGunState.reloading;
                _timeChanneled = 0f;
            }

            _fireRate -= Time.deltaTime;
        }
Esempio n. 13
0
 // Update is called once per frame
 void Update()
 {
     if (parent != null)
     {
         currentSpeed        = PhysicsHelpers.RecalculateVOverTime(currentSpeed, transform.position, MassKg, parent.transform.position, parent.MassKg, GameController.TimeConstant);
         transform.position += currentSpeed;
     }
 }
Esempio n. 14
0
    public override void ResolvePendencies()
    {
        if (apostleStatusVariables.isOnAir)
        {
            if (lastFramePositionWhileFalling >= rigidbody2D.position.y && rigidbody2D.velocity.y < 0)
            {
                distanceWhileFalling += lastFramePositionWhileFalling - rigidbody2D.position.y;
            }

            if (apostleStatusVariables.canJump &&
                (rigidbody2D.velocity.y < 0 || MathHelpers.Approximately(rigidbody2D.velocity.y, 0, float.Epsilon)))
            {
                if (distanceWhileFalling >= minimumFallingDistanceForDamage)
                {
                    apostle.TakeDamage(minimumDamageForFalling * distanceWhileFalling /
                                       minimumFallingDistanceForDamage);
                }
                distanceWhileFalling           = 0;
                apostleStatusVariables.isOnAir = false;
                apostleController.RevokeControl(0.1f, true, ControlTypeToRevoke.AllMovement, monoBehaviour);
            }

            lastFramePositionWhileFalling = rigidbody2D.position.y;
        }
        else
        {
            lastFramePositionWhileFalling = 0;
        }

        if (!MathHelpers.Approximately(rigidbody2D.velocity.y, 0, float.Epsilon) &&
            MathHelpers.Approximately(apostleController.VerticalMovement, 0, float.Epsilon) &&
            apostleStatusVariables.isClimbingLadder)
        {
            PhysicsHelpers.ResetVelocityY(rigidbody2D);
        }

        if (!apostleStatusVariables.isClimbingStairs)
        {
//            PhysicsHelpers.IgnoreLayerCollision(rigidbody2D.gameObject.layer, LayerMask.NameToLayer("Stairs Ground"),
//                true);
            apostleCollisionHandler.SetLayerForCollisions(new[] { "Ground", "Ground Ignore" });

            var leftRayCollider  = apostleCollisionHandler.CastLeftwardRay(LayerMask.GetMask("Stairs Ground")).collider;
            var rightRayCollider =
                apostleCollisionHandler.CastRightwardRay(LayerMask.GetMask("Stairs Ground")).collider;

            if (leftRayCollider != null && !Physics2D.GetIgnoreCollision(capsuleCollider2D, leftRayCollider))
            {
                PhysicsHelpers.IgnoreCollision(capsuleCollider2D, leftRayCollider, true);
            }
            else if (rightRayCollider && !Physics2D.GetIgnoreCollision(capsuleCollider2D, rightRayCollider))
            {
                PhysicsHelpers.IgnoreCollision(capsuleCollider2D, rightRayCollider, true);
            }
        }
    }
Esempio n. 15
0
    private void SetOnStairsColliders(StairsController stairsController)
    {
        playerStatusVariables.isClimbingStairs = true;
        PhysicsHelpers.IgnoreCollision(capsuleCollider2D, stairsController.adjacentCollider, true);
        stairsController.adjacentCollider.gameObject.layer = LayerMask.NameToLayer("Ground Ignore");
        PhysicsHelpers.IgnoreLayerCollision(rigidbody2D.gameObject.layer, LayerMask.NameToLayer("Stairs Ground"),
                                            false);

        playerCollisionHandler.SetLayerForCollisions(new[] { "Ground", "Stairs Ground" });
    }
Esempio n. 16
0
    public void Effect(Vector3 aimDirection, bool imediate)
    {
        PhysicsHelpers.AddImpulseForce(throwForce, aimDirection, rigidbody2D);

        if (imediate)
        {
            durationCurrentTime = Time.time + duration;
            PhysicsHelpers.IgnoreLayerCollision(LayerMask.NameToLayer("Item"), LayerMask.NameToLayer("Enemy"),
                                                true);
        }
    }
Esempio n. 17
0
    void FixedUpdate()
    {
        vehicleBounds = transform.GetTotalBounds(Space.World);

        CalculateOrientationFromSurroundings();

        if (control)
        {
            if (Input.GetKey(KeyCode.W))
            {
                gas = 1;
            }
            else if (Input.GetKey(KeyCode.S))
            {
                gas = -1;
            }
            else
            {
                gas = 0;
            }

            if (Input.GetKey(KeyCode.D))
            {
                steer = 1;
            }
            else if (Input.GetKey(KeyCode.A))
            {
                steer = -1;
            }
            else
            {
                steer = 0;
            }
        }

        float currentForwardVelocity = Vector3.Dot(CarBody.velocity, forward);

        if (gas > float.Epsilon || gas < -float.Epsilon)
        {
            CarBody.AddForce(PhysicsHelpers.CalculateRequiredForceForSpeed(CarBody.mass, currentForwardVelocity, Mathf.Clamp(currentForwardVelocity + gas * acceleration, -maxSpeed, maxSpeed)) * forward, ForceMode.Force);
        }

        float handlingMultiplier = handlingCurve.Evaluate(Mathf.Abs(currentForwardVelocity) / maxSpeed);

        if (steer > float.Epsilon || steer < -float.Epsilon)
        {
            forward = Quaternion.AngleAxis(steer * maxTurnRate * handlingMultiplier * Mathf.Sign(currentForwardVelocity), up) * forward;
        }

        ApplyFloatation();
        ApplyOrientator();

        ApplyFriction();
    }
Esempio n. 18
0
    public void CheckForClimbingStairs()
    {
        if (playerStatusVariables.canClimbStairs && !playerStatusVariables.isClimbingStairs)
        {
            var collider = GetStairsTrigger();

            if (collider != null)
            {
                var stairsController = collider.GetComponent <StairsController>();


                if ((CheckIfObjectIsRight(stairsController.stairsCollider.transform.position)
                        ? playerController.HorizontalMove > 0
                        : playerController.HorizontalMove < 0) &&
                    (stairsController.stairsTriggerType == StairsTriggerType.TopTrigger
                        ? playerController.VerticalMovement < 0
                        : playerController.VerticalMovement > 0))
                {
                    SetOnStairsColliders(stairsController);
                }
            }
        }
        else if (playerStatusVariables.isClimbingStairs &&
                 (playerCollisionHandler.CheckForLayerCollision(LayerMask.GetMask("Ground"), 0.1f) ||
                  playerStatusVariables.isOnAir) &&
                 playerStatusVariables.canClimbStairs)
        {
            var collider = GetStairsTrigger();

            if (collider != null)
            {
                var stairsController = collider.GetComponent <StairsController>();

                var stairsCollider = stairsController.stairsCollider.GetComponent <BoxCollider2D>();

                //A normal é sempre perpendicular ao plano, porém é necessário manter a rotação entre 29 e -29
                var normal = stairsCollider.transform.up;
                if (CheckIfObjectIsRight(stairsController.stairsCollider.transform.position)
                    ? PhysicsHelpers.SlopeInclinationRight(normal)
                        ? rigidbody2D.velocity.y < 0
                        : rigidbody2D.velocity.y >= 0
                    : PhysicsHelpers.SlopeInclinationRight(normal)
                        ? rigidbody2D.velocity.y >= 0
                        : rigidbody2D.velocity.y < 0)
                {
                    playerStatusVariables.isClimbingStairs = false;

                    PhysicsHelpers.IgnoreCollision(capsuleCollider2D, stairsController.adjacentCollider, false);
                    stairsController.adjacentCollider.gameObject.layer = LayerMask.NameToLayer("Ground");
                }
            }
        }
    }
Esempio n. 19
0
    public override void HoldMovementHandler()
    {
        switch (HorizontalMovementState)
        {
        case HorizontalMovementState.Idle:
            if (!playerStatusVariables.isOnAir)
            {
                PreventSlide(forceApplied);
            }
            break;

        case HorizontalMovementState.Walking:
            forceApplied = Walk(playerController.HorizontalMove, 1 * VelocityMultiplier);
            break;

        case HorizontalMovementState.Jogging:
            player.SpendStamina(5f, false);
            forceApplied = Jog(playerController.HorizontalMove, 1.5f * VelocityMultiplier);
            break;

        case HorizontalMovementState.Running:
            player.SpendStamina(10f, false);
            forceApplied = Run(playerController.HorizontalMove, 2f * VelocityMultiplier);
            break;

        case HorizontalMovementState.CrouchIdle:
            if (!playerStatusVariables.isOnAir)
            {
                PreventSlide(forceApplied);
            }
            break;

        case HorizontalMovementState.CrouchWalking:
            forceApplied = CrouchWalk(playerController.HorizontalMove, 0.75f);
            break;

        default:
            Debug.Log("ERRO");
            break;
        }

        if (CheckForPreventSlideOnSlopes())
        {
            PhysicsHelpers.PreventSlideOnSlopes(playerCollisionHandler.SurfaceAngle,
                                                playerCollisionHandler.SurfaceNormal,
                                                (HorizontalMovementState == HorizontalMovementState.Idle ||
                                                 HorizontalMovementState == HorizontalMovementState.CrouchIdle),
                                                rigidbody2D);
        }
    }
Esempio n. 20
0
    public void Shoot()
    {
        var raycastHit2DList = new RaycastHit2D[1];

        Physics2D.Raycast(initialPosition, initialDirection,
                          contactFilter2DForBulletCheck, raycastHit2DList, maxBulletDistance);
        raycastHit2D = raycastHit2DList[0];
        PhysicsHelpers.AddImpulseForce(force, this.rigidbody2D);
        lastBulletPosition = rigidbody2D.position;
        if (raycastHit2D.collider == null)
        {
            DestroyBullet(2f);
        }
    }
Esempio n. 21
0
        public bool IsSafeLocation(Vector3 pos)
        {
            var playerCenterOffset = 1.1f; // offset from position to player center in Y-axis
            var crouchHalfHeight   = .75f; // half the capsule height of crouching character
            var playerRadius       = .36f;
            var capsuleBottom      = pos + (playerCenterOffset - crouchHalfHeight + playerRadius) * Vector3.up;
            var capsuleTop         = pos + (playerCenterOffset + crouchHalfHeight - playerRadius) * Vector3.up;

            if (Physics.CheckCapsule(capsuleBottom, capsuleTop, playerRadius, LayerMaskManager.TerrainConstructionsMachines, QueryTriggerInteraction.Ignore))
            {
                return(false);
            }

            return(!PhysicsHelpers.IsInRock(pos + Vector3.up * playerCenterOffset));
        }
Esempio n. 22
0
    private IEnumerator EffectCoroutine(float areaOfEffectAngle, Vector3 position)
    {
        var contactFilter2D = new ContactFilter2D
        {
            useTriggers  = true,
            useLayerMask = true,
            layerMask    = LayerMask.GetMask("Enemy", "Player")
        };

        var collider2Ds = new Collider2D[5];


        while (Time.time < durationCurrentTime && hasExploded)
        {
            var areaOfEffect = Physics2D.OverlapBox(position, new Vector2(area, 1), areaOfEffectAngle,
                                                    contactFilter2D, collider2Ds);


            if (areaOfEffect > 0)
            {
                for (var i = 0; i < collider2Ds.Length; i++)
                {
                    if (collider2Ds[i] != null)
                    {
                        PhysicsHelpers.IgnoreCollision(triggerCollider2D, collider2Ds[i], true);
                        var enemy = collider2Ds[i].GetComponent <Enemy>();
                        if (enemy != null)
                        {
                            enemy.TakeDamage(damage * Time.fixedDeltaTime);
                        }
                        else
                        {
                            var player = collider2Ds[i].GetComponent <PlayerStatusController>();
                            if (player != null)
                            {
                                player.TakeDamage(damage * Time.fixedDeltaTime);
                            }
                        }
                    }
                }
            }

            yield return(new WaitForFixedUpdate());
        }

        CoroutineManager.DeleteCoroutine("EffectCoroutine");
        Destroy(this.gameObject);
    }
Esempio n. 23
0
        public static bool Prefix(Vent __instance, ref float __result, [HarmonyArgument(0)] GameData.PlayerInfo pc, [HarmonyArgument(1)] out bool canUse, [HarmonyArgument(2)] out bool couldUse)
        {
            float         num     = float.MaxValue;
            PlayerControl @object = pc.Object;


            bool roleCouldUse = false;

            if (Engineer.engineer != null && Engineer.engineer == @object)
            {
                roleCouldUse = true;
            }
            else if (Jackal.canUseVents && Jackal.jackal != null && Jackal.jackal == @object)
            {
                roleCouldUse = true;
            }
            else if (Sidekick.canUseVents && Sidekick.sidekick != null && Sidekick.sidekick == @object)
            {
                roleCouldUse = true;
            }
            else if (pc.IsImpostor)
            {
                if (Janitor.janitor != null && Janitor.janitor == PlayerControl.LocalPlayer)
                {
                    roleCouldUse = false;
                }
                else if (Mafioso.mafioso != null && Mafioso.mafioso == PlayerControl.LocalPlayer && Godfather.godfather != null && !Godfather.godfather.Data.IsDead)
                {
                    roleCouldUse = false;
                }
                else
                {
                    roleCouldUse = true;
                }
            }

            couldUse = ((@object.inVent || roleCouldUse) && !pc.IsDead && (@object.CanMove || @object.inVent));
            canUse   = couldUse;
            if (canUse)
            {
                Vector2 truePosition = @object.GetTruePosition();
                Vector3 position     = __instance.transform.position;
                num     = Vector2.Distance(truePosition, position);
                canUse &= (num <= __instance.UsableDistance && !PhysicsHelpers.AnythingBetween(truePosition, position, Constants.ShipOnlyMask, false));
            }
            __result = num;
            return(false);
        }
Esempio n. 24
0
    private void ApplyFriction()
    {
        float currentHorVelocity         = Vector3.Dot(CarBody.velocity, right);
        float velocityFrictionMultiplier = frictionCurve.Evaluate(currentHorVelocity / maxSpeed);

        float forceToStop = PhysicsHelpers.CalculateRequiredForceForSpeed(CarBody.mass, currentHorVelocity, 0);

        CarBody.AddForce(right * forceToStop * velocityFrictionMultiplier, ForceMode.Force);

        Vector3 correctionTorque         = CarBody.CalculateRequiredTorqueForRotation(castedOrientation, Time.fixedDeltaTime, maxCorrectionTorque);
        float   maxTorque                = 20;
        float   correctionTorqueAmount   = Vector3.Dot(correctionTorque, up);
        float   torqueFrictionMultiplier = frictionCurve.Evaluate(correctionTorqueAmount / maxTorque);

        CarBody.AddTorque(up * correctionTorqueAmount, ForceMode.Force);
    }
Esempio n. 25
0
        // Helpers

        static PlayerControl setTarget(bool onlyCrewmates = false, bool targetPlayersInVents = false, List <PlayerControl> untargetablePlayers = null, PlayerControl targetingPlayer = null)
        {
            PlayerControl result = null;
            float         num    = GameOptionsData.KillDistances[Mathf.Clamp(PlayerControl.GameOptions.KillDistance, 0, 2)];

            if (!ShipStatus.Instance)
            {
                return(result);
            }
            if (targetingPlayer == null)
            {
                targetingPlayer = PlayerControl.LocalPlayer;
            }
            if (targetingPlayer.Data.IsDead)
            {
                return(result);
            }

            Vector2 truePosition = targetingPlayer.GetTruePosition();

            Il2CppSystem.Collections.Generic.List <GameData.PlayerInfo> allPlayers = GameData.Instance.AllPlayers;
            for (int i = 0; i < allPlayers.Count; i++)
            {
                GameData.PlayerInfo playerInfo = allPlayers[i];
                if (!playerInfo.Disconnected && playerInfo.PlayerId != targetingPlayer.PlayerId && !playerInfo.IsDead && (!onlyCrewmates || !playerInfo.IsImpostor))
                {
                    PlayerControl @object = playerInfo.Object;
                    if (untargetablePlayers != null && untargetablePlayers.Any(x => x == @object))
                    {
                        // if that player is not targetable: skip check
                        continue;
                    }

                    if (@object && ([email protected] || targetPlayersInVents))
                    {
                        Vector2 vector    = @object.GetTruePosition() - truePosition;
                        float   magnitude = vector.magnitude;
                        if (magnitude <= num && !PhysicsHelpers.AnyNonTriggersBetween(truePosition, vector.normalized, magnitude, Constants.ShipAndObjectsMask))
                        {
                            result = @object;
                            num    = magnitude;
                        }
                    }
                }
            }
            return(result);
        }
Esempio n. 26
0
        public static bool IsPlayerInUseRange(PlayerControl fromPlayer, PlayerControl toPlayer, float range = 0F)
        {
            float maxDistance = range > 0F
                ? range
                : GameOptionsData.KillDistances[Mathf.Clamp(PlayerControl.GameOptions.KillDistance, 0, 2)];

            if (!ShipStatus.Instance)
            {
                return(false);
            }
            Vector2 fromPosition   = fromPlayer.GetTruePosition();
            Vector2 distanceVector = toPlayer.GetTruePosition() - fromPosition;
            float   distance       = distanceVector.magnitude;

            return(distance <= maxDistance && !PhysicsHelpers.AnyNonTriggersBetween(fromPosition,
                                                                                    distanceVector.normalized, distance, Constants.ShipAndObjectsMask));
        }
Esempio n. 27
0
 /// <summary>
 /// Handles Collision with this instance.
 /// </summary>
 /// <param name="collider">The colliding object.</param>
 private void OnCollisionEnter2D(Collision2D collider)
 {
     if (collider.gameObject.tag == "Ball")
     {
         var physicalObject = collider.gameObject.GetComponent <PhysicalObject>();
         var contact        = collider.contacts.First();
         var side           = PhysicsHelpers.SideOfCollision(contact.point, this.gameObject);
         if (side == PhysicsHelpers.Side.Top || side == PhysicsHelpers.Side.Bottom)
         {
             float halfPaddle    = this.Width / 2.0f;
             float speedModifier = Globals.SpeedModifier;
             float outX          = (((collider.transform.position.x - this.Left) / halfPaddle) - 1.0f);
             float outY          = -physicalObject.PreviousVelocity.normalized.y;
             collider.gameObject.GetComponent <Rigidbody2D>().velocity = new Vector2(outX, outY) * speedModifier;
         }
     }
 }
Esempio n. 28
0
    public void ClimbOntoObstacle(Vector2 position)
    {
        PhysicsHelpers.SwitchGravity(rigidbody2D, false, currentGravityScale);
        PhysicsHelpers.ResetVelocityX(rigidbody2D);
        PhysicsHelpers.ResetVelocityY(rigidbody2D);
        rigidbody2D.isKinematic = true;

        playerController.RevokeControl(true, ControlTypeToRevoke.AllMovement);

        var coroutine = CoroutineManager.FindCoroutine("ClimbOntoObstacleCoroutine");

        if (coroutine == null)
        {
            CoroutineManager.AddCoroutine(ClimbOntoObstacleCoroutine(position, climbingObstacleSmoothness),
                                          "ClimbOntoObstacleCoroutine");
        }
    }
Esempio n. 29
0
    public Vector2 Dodge()
    {
        //Adicionar a colisão com inimigos depois
        PhysicsHelpers.ResetVelocityX(rigidbody2D);
        PhysicsHelpers.ResetVelocityY(rigidbody2D);
        var forceApplied =
            PhysicsHelpers.AddImpulseForce(dodgeForce, playerCollisionHandler.SurfaceAngle,
                                           playerCollisionHandler.SurfaceNormal,
                                           rigidbody2D, playerStatusVariables.facingDirection);

        playerStatusVariables.isDodging = false;
        playerController.RevokeControl(0.6f, true, ControlTypeToRevoke.AllMovement, monoBehaviour);
        PhysicsHelpers.IgnoreLayerCollision(rigidbody2D.gameObject.layer, LayerMask.NameToLayer("Enemy"),
                                            true, 0.6f);

        return(forceApplied);
    }
Esempio n. 30
0
            static bool Prefix(PlayerControl __instance, ref PlayerControl __result)
            {
                PlayerControl result = null;
                PlayerControl pl     = __instance;
                float         num    = GameOptionsData.KillDistances[Mathf.Clamp(PlayerControl.GameOptions.KillDistance, 0, 2)];

                if (!ShipStatus.Instance)
                {
                    AnonymousImpostor.log.LogMessage("PlayerControl.FindClosestTarget was called:Target is null.");
                    return(true);
                }

                Vector2 truePosition = pl.GetTruePosition();

                Il2CppSystem.Collections.Generic.List <GameData.PlayerInfo> allPlayers = GameData.Instance.AllPlayers;
                for (int i = 0; i < allPlayers.Count; i++)
                {
                    GameData.PlayerInfo playerInfo = allPlayers[i];
                    if (!playerInfo.Disconnected && playerInfo.PlayerId != pl.PlayerId && !playerInfo.IsDead)
                    {
                        PlayerControl @object = playerInfo.Object;
                        if (@object)
                        {
                            Vector2 vector    = @object.GetTruePosition() - truePosition;
                            float   magnitude = vector.magnitude;
                            if (magnitude <= num && !PhysicsHelpers.AnyNonTriggersBetween(truePosition, vector.normalized, magnitude, Constants.ShipAndObjectsMask))
                            {
                                result = @object;
                                num    = magnitude;
                            }
                        }
                    }
                }

                try
                {
                    AnonymousImpostor.log.LogMessage("PlayerControl.FindClosestTarget was called:Target is " + result.PlayerId + "'s player.");
                }
                catch
                {
                    AnonymousImpostor.log.LogMessage("PlayerControl.FindClosestTarget was called:Target is null.");
                }
                __result = result;
                return(false);
            }