public void IncreaseGauge(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode, int index) { if (execEvolveId == 0) { float num = _GetIncreaseValue(atkType, atkMode); if (!(num <= 0f)) { float num2 = gauge[index]; gauge[index] += owner.CalcWaveMatchSpGauge(num); if (gauge[index] > 1000f) { gauge[index] = 1000f; } if (isSelf && index == owner.weaponIndex && num2 != gauge[index]) { MonoBehaviourSingleton <UIPlayerStatus> .I.SetEvolveRate(gauge[index] / 1000f); MonoBehaviourSingleton <UIEnduranceStatus> .I.SetEvolveRate(gauge[index] / 1000f); if (IsGaugeFull()) { MonoBehaviourSingleton <UIPlayerStatus> .I.PlayChangeEvolveIcon(true); MonoBehaviourSingleton <UIEnduranceStatus> .I.PlayChangeEvolveIcon(true); } } } } }
public void SetupWeakPoint(int weakType, Player.ATTACK_MODE attackMode, float displayTime = 0f, string deleteAttackName = "", int validElement = -1) { displayTimer = displayTime; deleteAtkName = deleteAttackName; validElementType = validElement; switch (weakType) { case 0: weakState = Enemy.WEAK_STATE.WEAK; break; case 1: weakState = Enemy.WEAK_STATE.DOWN; break; case 2: weakState = Enemy.WEAK_STATE.WEAK_SP_ATTACK; break; case 3: weakState = Enemy.WEAK_STATE.WEAK_SP_DOWN_MAX; break; case 5: weakState = Enemy.WEAK_STATE.WEAK_ELEMENT_ATTACK; break; case 6: weakState = Enemy.WEAK_STATE.WEAK_ELEMENT_SKILL_ATTACK; break; case 7: weakState = Enemy.WEAK_STATE.WEAK_SKILL_ATTACK; break; case 8: weakState = Enemy.WEAK_STATE.WEAK_HEAL_ATTACK; break; case 9: weakState = Enemy.WEAK_STATE.WEAK_GRAB; break; case 10: weakState = Enemy.WEAK_STATE.WEAK_CANNON; break; } if (attackMode != 0) { weakSubParam = (int)attackMode; } if (Enemy.IsWeakStateSpAttack(weakState) && weakSubParam < 0) { ResetWeakState(); } weakAttackIDs.Clear(); }
public override AtkAttribute GetDamageRate(Character chara, AttackedHitStatusLocal status) { Player.ATTACK_MODE attackMode = player.attackMode; if (status.attackMode != 0) { attackMode = status.attackMode; } if (attackMode != mode) { return(null); } return(attr); }
private float _GetIncreaseValue(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode) { EQUIPMENT_TYPE eQUIPMENT_TYPE = Player.ConvertAttackModeToEquipmentType(atkMode); int i = 0; for (int num = parameter.gaugeInfo.Length; i < num; i++) { InGameSettingsManager.Evolve.GaugeInfo gaugeInfo = parameter.gaugeInfo[i]; if (gaugeInfo.type == eQUIPMENT_TYPE) { return(gaugeInfo.value); } } return(0f); }
public AttackColliderProcessor CreateProcessor(AttackInfo _attack_info, StageObject _object, Collider _collider, IAttackCollider _collider_interface, Player.ATTACK_MODE attackMode = Player.ATTACK_MODE.NONE, DamageDistanceTable.DamageDistanceData damageDistanceData = null) { AttackColliderProcessor attackColliderProcessor = null; if (_attack_info is AttackHitInfo) { attackColliderProcessor = new AttackHitColliderProcessor(); } else if (_attack_info is AttackContinuationInfo) { attackColliderProcessor = new AttackContinuationColliderProcessor(); } attackColliderProcessor.SetFromInfo(_attack_info, _object, _collider, _collider_interface); attackColliderProcessor.SetAttackMode(attackMode); attackColliderProcessor.SetDamageDistanceData(damageDistanceData); AddProcessor(attackColliderProcessor); return(attackColliderProcessor); }
protected void SetAttackMode(Player.ATTACK_MODE attackMode) { m_attackMode = attackMode; }
public void IncreaseCurrentGauge(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode) { IncreaseGauge(atkType, atkMode, owner.weaponIndex); }
private TargetPoint DecideFinalTargetPoint(TargetPoint nextTargetPoint, TargetPoint nowTargetPoint, Player.ATTACK_MODE attackMode) { bool flag = false; if (targetingTime == 0f || Time.get_time() - targetingTime >= parameter.changeAbleTime) { flag = true; } bool flag2 = true; bool flag3 = false; if (nextTargetPoint != null) { TargetPoint.Param param = nextTargetPoint.param; param.targetSelectCounter += Time.get_deltaTime(); if (param.targetSelectCounter < parameter.selectAbleTime) { flag2 = false; } switch (param.weakState) { case Enemy.WEAK_STATE.WEAK: flag3 = true; break; case Enemy.WEAK_STATE.WEAK_SP_ATTACK: case Enemy.WEAK_STATE.WEAK_SP_DOWN_MAX: if (param.weakSubParam == (int)attackMode) { flag3 = true; } break; } } bool flag4 = false; if (flag3) { flag4 = true; } flag3 = false; if (nowTargetPoint != null) { switch (nowTargetPoint.param.weakState) { case Enemy.WEAK_STATE.WEAK: flag3 = true; break; case Enemy.WEAK_STATE.WEAK_SP_ATTACK: case Enemy.WEAK_STATE.WEAK_SP_DOWN_MAX: if (nowTargetPoint.param.weakSubParam == (int)attackMode) { flag3 = true; } break; } } bool flag5 = false; if (flag3) { flag5 = true; if (targetingWeakTime <= 0f) { targetingWeakTime = Time.get_time(); } if (Time.get_time() - targetingWeakTime >= parameter.changeWeakTime) { flag5 = false; } } else { targetingWeakTime = 0f; } bool flag6 = false; if (((flag && flag2) || flag4 || nowTargetPoint == null) && !flag5) { flag6 = true; } bool flag7 = false; if (nowTargetPoint != null) { Enemy enemy = nowTargetPoint.owner as Enemy; if (enemy != null && !enemy.isDead && enemy.enableTargetPoint) { flag7 = true; } } if ((!isTargetLock && flag6) || !flag7 || isTargetDisable) { if (nextTargetPoint != null) { if (nowTargetPoint != nextTargetPoint) { nowTargetPoint = nextTargetPoint; targetingTime = Time.get_time(); targetingWeakTime = 0f; } nextTargetPoint.param.targetSelectCounter = 0f; } else { nowTargetPoint = null; } isTargetLock = false; } return(nowTargetPoint); }
public virtual void Shot(StageObject master, AttackInfo atkInfo, BulletData bulletData, Vector3 pos, Quaternion rot, string exEffectName = null, bool reference_attack = true, AtkAttribute exAtk = null, Player.ATTACK_MODE attackMode = Player.ATTACK_MODE.NONE, DamageDistanceTable.DamageDistanceData damageDistanceData = null, SkillInfo.SkillParam exSkillParam = null) { //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_0080: Unknown result type (might be due to invalid IL or missing references) //IL_0096: Unknown result type (might be due to invalid IL or missing references) //IL_009b: Unknown result type (might be due to invalid IL or missing references) //IL_00ab: Unknown result type (might be due to invalid IL or missing references) //IL_01eb: Unknown result type (might be due to invalid IL or missing references) //IL_01ed: Unknown result type (might be due to invalid IL or missing references) //IL_0202: Unknown result type (might be due to invalid IL or missing references) //IL_02d4: Unknown result type (might be due to invalid IL or missing references) //IL_02d9: Unknown result type (might be due to invalid IL or missing references) //IL_02f6: Unknown result type (might be due to invalid IL or missing references) //IL_02fb: Unknown result type (might be due to invalid IL or missing references) //IL_031d: Unknown result type (might be due to invalid IL or missing references) //IL_0322: Unknown result type (might be due to invalid IL or missing references) //IL_0344: Unknown result type (might be due to invalid IL or missing references) //IL_0349: Unknown result type (might be due to invalid IL or missing references) //IL_0352: Unknown result type (might be due to invalid IL or missing references) //IL_0357: Unknown result type (might be due to invalid IL or missing references) //IL_0359: Unknown result type (might be due to invalid IL or missing references) //IL_036b: Unknown result type (might be due to invalid IL or missing references) Player player = master as Player; this.get_gameObject().SetActive(true); stageObject = master; m_exAtk = exAtk; m_attackMode = attackMode; string text = bulletData.data.GetEffectName(player); if (!string.IsNullOrEmpty(exEffectName)) { text = exEffectName; } if (!string.IsNullOrEmpty(text)) { bulletEffect = EffectManager.GetEffect(text, _transform); if (bulletEffect != null) { bulletEffect.set_localPosition(bulletData.data.dispOffset); bulletEffect.set_localRotation(Quaternion.Euler(bulletData.data.dispRotation)); bulletEffect.set_localScale(Vector3.get_one()); } } AttackHitInfo attackHitInfo = atkInfo as AttackHitInfo; if (exAtk != null) { masterAtk = exAtk; } else if (attackHitInfo != null) { if (player != null && HasEndBulletSkillIndex) { int skillIndex = player.skillInfo.skillIndex; player.skillInfo.skillIndex = m_endBulletSkillIndex; master.GetAtk(attackHitInfo, ref masterAtk); player.skillInfo.skillIndex = skillIndex; } else { master.GetAtk(attackHitInfo, ref masterAtk); } } masterSkill = null; if (player != null) { if (exSkillParam != null) { masterSkill = exSkillParam; } else { masterSkill = player.skillInfo.actSkillParam; if (player.TrackingTargetBullet != null && player.TrackingTargetBullet.IsReplaceSkill && atkInfo.isSkillReference) { masterSkill = player.TrackingTargetBullet.SkillParamForBullet; } if (HasEndBulletSkillIndex) { masterSkill = player.GetSkillParam(m_endBulletSkillIndex); } } } if (bulletData.data.isEmitGround) { pos.y = 0f; } SetBulletData(bulletData, masterSkill, pos, rot); if (bulletData.type == BulletData.BULLET_TYPE.OBSTACLE) { AttackObstacle attackObstacle = this.get_gameObject().AddComponent <AttackObstacle>(); attackObstacle.Initialize(this as AnimEventShot, bulletData.dataObstacle.colliderStartTime); } else if (bulletData.type != BulletData.BULLET_TYPE.HEALING_HOMING) { int layer = (!(master is Player)) ? 15 : 14; Utility.SetLayerWithChildren(_transform, layer); } timeCount = 0f; if (MonoBehaviourSingleton <AttackColliderManager> .IsValid()) { colliderProcessor = MonoBehaviourSingleton <AttackColliderManager> .I.CreateProcessor(atkInfo, stageObject, _collider, this, attackMode, damageDistanceData); if (reference_attack) { attackHitChecker = stageObject.ReferenceAttackHitChecker(); } if (bulletData.type == BulletData.BULLET_TYPE.SNATCH || bulletData.type == BulletData.BULLET_TYPE.PAIR_SWORDS_LASER) { colliderProcessor.ValidTriggerStay(); } } Vector3 val = Vector3.get_zero(); if (_collider is BoxCollider) { val = (_collider as BoxCollider).get_center(); } else if (_collider is SphereCollider) { val = (_collider as SphereCollider).get_center(); } else if (_collider is CapsuleCollider) { val = (_collider as CapsuleCollider).get_center(); } startColliderPos = _transform.get_position() + val; isDestroyed = false; prevPosition = pos; if (controller != null) { controller.OnShot(); } }
} //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0006: Unknown result type (might be due to invalid IL or missing references) public void Initialize(StageObject attacker, StageObject target, AttackInfo atkInfo) { //IL_0124: Unknown result type (might be due to invalid IL or missing references) //IL_0129: Unknown result type (might be due to invalid IL or missing references) //IL_01fe: Unknown result type (might be due to invalid IL or missing references) //IL_0203: Expected O, but got Unknown //IL_0236: Unknown result type (might be due to invalid IL or missing references) //IL_023b: Unknown result type (might be due to invalid IL or missing references) //IL_0254: Unknown result type (might be due to invalid IL or missing references) //IL_0259: Unknown result type (might be due to invalid IL or missing references) //IL_0261: Unknown result type (might be due to invalid IL or missing references) //IL_0266: Unknown result type (might be due to invalid IL or missing references) //IL_0276: Unknown result type (might be due to invalid IL or missing references) //IL_027b: Unknown result type (might be due to invalid IL or missing references) //IL_0288: Unknown result type (might be due to invalid IL or missing references) //IL_0293: Unknown result type (might be due to invalid IL or missing references) //IL_029d: Unknown result type (might be due to invalid IL or missing references) //IL_02a2: Unknown result type (might be due to invalid IL or missing references) //IL_02a7: Unknown result type (might be due to invalid IL or missing references) //IL_02bb: Unknown result type (might be due to invalid IL or missing references) //IL_02c8: Unknown result type (might be due to invalid IL or missing references) //IL_02de: Unknown result type (might be due to invalid IL or missing references) //IL_02e3: Expected O, but got Unknown //IL_02f2: Unknown result type (might be due to invalid IL or missing references) //IL_0304: Unknown result type (might be due to invalid IL or missing references) //IL_0309: Unknown result type (might be due to invalid IL or missing references) //IL_0315: Unknown result type (might be due to invalid IL or missing references) //IL_0322: Unknown result type (might be due to invalid IL or missing references) //IL_0327: Expected O, but got Unknown if (attacker == null) { RequestDestroy(); } else { m_atkInfo = atkInfo; m_attacker = attacker; m_target = target; if (m_attacker is Player) { Player player = m_attacker as Player; if (player != null) { m_attackerPlayer = player; m_attackMode = player.attackMode; } } if (m_attacker is Enemy) { Enemy enemy = m_attacker as Enemy; if (enemy != null) { m_attackerEnemy = enemy; } } BulletData bulletData = null; if (atkInfo != null) { bulletData = atkInfo.bulletData; } else { Player player2 = attacker as Player; if (player2 != null) { AtkAttribute atk = new AtkAttribute(); player2.GetAtk(null, ref atk); PlayerAttackAttribute = atk; SkillInfo.SkillParam actSkillParam = player2.skillInfo.actSkillParam; if (actSkillParam != null) { bulletData = actSkillParam.bullet; m_atkInfoNames = actSkillParam.tableData.attackInfoNames; SkillParamForBullet = actSkillParam; } if (player2.targetingPoint != null) { m_targetingPoint = player2.targetingPoint.param.targetPos; } } } if (bulletData == null) { RequestDestroy(); } else { m_aliveTimer = bulletData.data.appearTime; BulletData.BulletTracking dataTracking = bulletData.dataTracking; if (dataTracking == null) { RequestDestroy(); } else { m_trackingData = dataTracking; m_isDeleted = false; m_isEmitting = false; m_moveThreshold = dataTracking.moveThreshold; m_attackIntervalTimer = dataTracking.attackInterval; m_emitInterval = dataTracking.emitInterval; m_emissionNum = dataTracking.emissionNum; if (m_emissionNum > 0) { m_exAtkList = new AtkAttribute[m_emissionNum]; m_moveSpeed = bulletData.data.speed; m_cachedTransform = this.get_transform(); m_cachedTransform.set_parent((!MonoBehaviourSingleton <StageObjectManager> .IsValid()) ? MonoBehaviourSingleton <EffectManager> .I._transform : MonoBehaviourSingleton <StageObjectManager> .I._transform); Vector3 position = Vector3.get_zero(); position = ((m_target != null) ? m_target._position : ((!(m_targetingPoint != Vector3.get_zero())) ? (m_attacker._position + m_attacker._forward * 2f) : m_targetingPoint)); position.y = 0f; m_cachedTransform.set_position(position); m_cachedTransform.set_rotation(Quaternion.get_identity()); Transform effect = EffectManager.GetEffect(bulletData.data.effectName, this.get_transform()); effect.set_localPosition(bulletData.data.dispOffset); effect.set_localRotation(Quaternion.Euler(bulletData.data.dispRotation)); effect.set_localScale(Vector3.get_one()); m_effectObj = effect.get_gameObject(); m_effectAnimator = m_effectObj.GetComponent <Animator>(); RequestMain(); } else { Log.Error("BulletTracking.emissionNum is zero!!"); RequestDestroy(); } } } } }
public void SetAttackMode(Player.ATTACK_MODE attackMode) { m_attackMode = attackMode; }
public static AnimEventShot Create(StageObject stage_object, AttackInfo atk_info, Vector3 pos, Quaternion rot, GameObject attach_object = null, bool isScaling = true, string change_effect = null, BulletData exBulletData = null, AtkAttribute exAtk = null, Player.ATTACK_MODE attackMode = Player.ATTACK_MODE.NONE, DamageDistanceTable.DamageDistanceData damageDistanceData = null, SkillInfo.SkillParam exSkillParam = null) { //IL_009f: Unknown result type (might be due to invalid IL or missing references) //IL_00b3: Unknown result type (might be due to invalid IL or missing references) //IL_00b8: Unknown result type (might be due to invalid IL or missing references) //IL_00bd: Expected O, but got Unknown //IL_00c3: Unknown result type (might be due to invalid IL or missing references) //IL_00d4: Unknown result type (might be due to invalid IL or missing references) //IL_0100: Unknown result type (might be due to invalid IL or missing references) //IL_0101: Unknown result type (might be due to invalid IL or missing references) BulletData bulletData = atk_info.bulletData; if (exBulletData != null) { bulletData = exBulletData; } if (atk_info.isBulletSkillReference) { Player player = stage_object as Player; if (player != null) { SkillInfo.SkillParam actSkillParam = player.skillInfo.actSkillParam; if (actSkillParam != null) { bulletData = actSkillParam.bullet; } } } if (bulletData == null) { Log.Error("Failed to shoot bullet!! atk_info:" + ((atk_info == null) ? string.Empty : atk_info.name)); return(null); } Transform val = Utility.CreateGameObject(bulletData.get_name(), MonoBehaviourSingleton <StageObjectManager> .I._transform, -1); AnimEventShot animEventShot = val.get_gameObject().AddComponent <AnimEventShot>(); if (isScaling) { Transform val2 = stage_object.get_gameObject().get_transform(); animEventShot.SetBaseScale(val2.get_lossyScale()); } else { animEventShot.SetBaseScale(Vector3.get_one()); } animEventShot.SetAttachObject(attach_object); if (bulletData.type == BulletData.BULLET_TYPE.BREAKABLE) { animEventShot.SetTargetPoint(); } animEventShot.Shot(stage_object, atk_info, bulletData, pos, rot, change_effect, true, exAtk, attackMode, damageDistanceData, exSkillParam); return(animEventShot); }
public static AnimEventShot CreateByExternalBulletData(BulletData exBulletData, StageObject stageObj, AttackInfo atkInfo, Vector3 pos, Quaternion rot, AtkAttribute exAtk = null, Player.ATTACK_MODE attackMode = Player.ATTACK_MODE.NONE, SkillInfo.SkillParam exSkillParam = null) { //IL_0020: Unknown result type (might be due to invalid IL or missing references) //IL_0021: Unknown result type (might be due to invalid IL or missing references) if (exBulletData == null) { Log.Error("exBulletData is null !!"); return(null); } return(Create(stageObj, atkInfo, pos, rot, null, true, null, exBulletData, exAtk, attackMode, null, exSkillParam)); }
public override void init(Player _player, string target, int val) { base.init(_player, target, val); mode = (Player.ATTACK_MODE)(int) Enum.Parse(typeof(Player.ATTACK_MODE), target); }