private IEnumerator TurnBossGrey(AIActor boss) { boss.RegisterOverrideColor(Color.grey, "AegisShield"); yield return(new WaitForSeconds(15)); boss.DeregisterOverrideColor("AegisShield"); }
private void Update() { RoomHandler currentRoom = GameManager.Instance.PrimaryPlayer.CurrentRoom; List <AIActor> activeEnemies = currentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All); Vector2 vector = Vector2.zero; Vector2 b = Vector2.zero; float num; if (GameManager.Instance.PrimaryPlayer.CurrentGun && !GameManager.Instance.PrimaryPlayer.IsGhost) { num = GameManager.Instance.PrimaryPlayer.CurrentGun.CurrentAngle; } else { num = BraveMathCollege.Atan2Degrees(GameManager.Instance.PrimaryPlayer.unadjustedAimPoint.XY()); } vector = GameManager.Instance.PrimaryPlayer.CenterPosition; float a; if (GameManager.Instance.CurrentGameType == GameManager.GameType.COOP_2_PLAYER) { if (GameManager.Instance.SecondaryPlayer.CurrentGun && !GameManager.Instance.SecondaryPlayer.IsGhost) { a = GameManager.Instance.SecondaryPlayer.CurrentGun.CurrentAngle; } else { a = BraveMathCollege.Atan2Degrees(GameManager.Instance.SecondaryPlayer.unadjustedAimPoint.XY()); } b = GameManager.Instance.SecondaryPlayer.CenterPosition; } else { b = vector; a = num; } for (int i = 0; i < activeEnemies.Count; i++) { AIActor aiactor = activeEnemies[i]; if (aiactor && aiactor.healthHaver && aiactor.IsNormalEnemy && !aiactor.healthHaver.IsBoss && !aiactor.healthHaver.IsDead) { Vector2 centerPosition = aiactor.CenterPosition; float b2 = BraveMathCollege.Atan2Degrees(centerPosition - vector); float b3 = BraveMathCollege.Atan2Degrees(centerPosition - b); bool flag = BraveMathCollege.AbsAngleBetween(num, b2) < ConeAngle || BraveMathCollege.AbsAngleBetween(a, b3) < ConeAngle; if (flag) { if (aiactor.behaviorSpeculator) { aiactor.behaviorSpeculator.Stun(0.25f, false); } if (aiactor.IsBlackPhantom) { aiactor.UnbecomeBlackPhantom(); } aiactor.RegisterOverrideColor(new Color(0.4f, 0.4f, 0.33f, 1), "Turn to Stone"); } else if (!aiactor.IsBlackPhantom) { aiactor.DeregisterOverrideColor("Turn to Stone"); aiactor.BecomeBlackPhantom(); } } } }