private void SpawnEnemies(string[] selectedEnemyGuids) { if (useGlitchedActorPrefab) { IntVector2 pos = specRigidbody.UnitCenter.ToIntVector2(VectorConversions.Floor); if (aiActor.IsFalling && !IsGlitchedLJ) { return; } if (GameManager.Instance.Dungeon.CellIsPit(specRigidbody.UnitCenter.ToVector3ZUp(0f)) && !IsGlitchedLJ) { return; } RoomHandler roomFromPosition = GameManager.Instance.Dungeon.GetRoomFromPosition(pos); List <SpeculativeRigidbody> list = new List <SpeculativeRigidbody>(); list.Add(specRigidbody); Vector2 unitBottomLeft = specRigidbody.UnitBottomLeft; for (int i = 0; i < ActorPrefabSpawnCount; i++) { if (IsGlitchedLJ) { if (transform.position.GetAbsoluteRoom() != null) { ChaosGlitchedEnemies m_GlitchedEnemyDatabase = new ChaosGlitchedEnemies(); RoomHandler CurrentRoom = transform.position.GetAbsoluteRoom(); IntVector2 actorPosition = specRigidbody.UnitCenter.ToIntVector2(VectorConversions.Floor) - CurrentRoom.area.basePosition; m_GlitchedEnemyDatabase.SpawnGlitchedSuperReaper(CurrentRoom, actorPosition); Destroy(m_GlitchedEnemyDatabase); return; } } else { if (ActorObjectTarget == null) { return; } AIActor.AwakenAnimationType AnimationType = AIActor.AwakenAnimationType.Default; AIActor aiactor = null; GameObject CachedTargetActorObject = Instantiate(ActorObjectTarget); bool ExplodesOnDeath = false; bool spawnsGlitchedObjectOnDeath = false; if (UnityEngine.Random.value <= 0.25f) { ExplodesOnDeath = true; } if (UnityEngine.Random.value <= 0.15f) { spawnsGlitchedObjectOnDeath = true; } ChaosGlitchedEnemies m_GlitchedEnemyDatabase = new ChaosGlitchedEnemies(); aiactor = AIActor.Spawn(m_GlitchedEnemyDatabase.GenerateGlitchedActorPrefab(CachedTargetActorObject, ActorOverrideSource, ExplodesOnDeath, spawnsGlitchedObjectOnDeath), specRigidbody.UnitCenter.ToIntVector2(VectorConversions.Floor), roomFromPosition, true, AnimationType, true); Destroy(m_GlitchedEnemyDatabase); if (aiactor == null) { return; } if (aiActor.IsBlackPhantom) { aiactor.BecomeBlackPhantom(); } if (aiactor) { aiactor.specRigidbody.Initialize(); Vector2 a = unitBottomLeft - (aiactor.specRigidbody.UnitBottomLeft - aiactor.transform.position.XY()); Vector2 vector = a + new Vector2(Mathf.Max(0f, specRigidbody.UnitDimensions.x - aiactor.specRigidbody.UnitDimensions.x), 0f); aiactor.transform.position = Vector2.Lerp(a, vector, (ActorPrefabSpawnCount != 1) ? i / (ActorPrefabSpawnCount - 1f) : 0f); aiactor.specRigidbody.Reinitialize(); a -= new Vector2(PhysicsEngine.PixelToUnit(extraPixelWidth), 0f); vector += new Vector2(PhysicsEngine.PixelToUnit(extraPixelWidth), 0f); Vector2 a2 = Vector2.Lerp(a, vector, (ActorPrefabSpawnCount != 1) ? i / (ActorPrefabSpawnCount - 1f) : 0.5f); IntVector2 intVector = PhysicsEngine.UnitToPixel(a2 - aiactor.transform.position.XY()); CollisionData collisionData = null; if (PhysicsEngine.Instance.RigidbodyCastWithIgnores(aiactor.specRigidbody, intVector, out collisionData, true, true, null, false, list.ToArray())) { intVector = collisionData.NewPixelsToMove; } CollisionData.Pool.Free(ref collisionData); aiactor.transform.position += PhysicsEngine.PixelToUnit(intVector).ToVector3ZUp(1f); aiactor.specRigidbody.Reinitialize(); if (i == 0) { aiactor.aiAnimator.FacingDirection = 180f; } else if (i == ActorPrefabSpawnCount - 1) { aiactor.aiAnimator.FacingDirection = 0f; } HandleSpawn(aiactor); list.Add(aiactor.specRigidbody); Destroy(CachedTargetActorObject); } } } if (list.Count > 0) { for (int j = 0; j < list.Count; j++) { for (int k = 0; k < list.Count; k++) { if (j != k) { list[j].RegisterGhostCollisionException(list[k]); } } } } } else if (spawnPosition == SpawnPosition.InsideCollider) { IntVector2 pos = specRigidbody.UnitCenter.ToIntVector2(VectorConversions.Floor); if (aiActor.IsFalling) { return; } if (GameManager.Instance.Dungeon.CellIsPit(specRigidbody.UnitCenter.ToVector3ZUp(0f))) { return; } RoomHandler roomFromPosition = GameManager.Instance.Dungeon.GetRoomFromPosition(pos); List <SpeculativeRigidbody> list = new List <SpeculativeRigidbody>(); list.Add(specRigidbody); Vector2 unitBottomLeft = specRigidbody.UnitBottomLeft; for (int i = 0; i < selectedEnemyGuids.Length; i++) { AIActor orLoadByGuid = EnemyDatabase.GetOrLoadByGuid(selectedEnemyGuids[i]); AIActor aiactor = AIActor.Spawn(orLoadByGuid, specRigidbody.UnitCenter.ToIntVector2(VectorConversions.Floor), roomFromPosition, false, AIActor.AwakenAnimationType.Default, true); if (aiActor.IsBlackPhantom) { aiactor.ForceBlackPhantom = true; } if (aiactor) { aiactor.specRigidbody.Initialize(); Vector2 a = unitBottomLeft - (aiactor.specRigidbody.UnitBottomLeft - aiactor.transform.position.XY()); Vector2 vector = a + new Vector2(Mathf.Max(0f, specRigidbody.UnitDimensions.x - aiactor.specRigidbody.UnitDimensions.x), 0f); aiactor.transform.position = Vector2.Lerp(a, vector, (selectedEnemyGuids.Length != 1) ? i / (selectedEnemyGuids.Length - 1f) : 0f); aiactor.specRigidbody.Reinitialize(); a -= new Vector2(PhysicsEngine.PixelToUnit(extraPixelWidth), 0f); vector += new Vector2(PhysicsEngine.PixelToUnit(extraPixelWidth), 0f); Vector2 a2 = Vector2.Lerp(a, vector, (selectedEnemyGuids.Length != 1) ? i / (selectedEnemyGuids.Length - 1f) : 0.5f); IntVector2 intVector = PhysicsEngine.UnitToPixel(a2 - aiactor.transform.position.XY()); CollisionData collisionData = null; if (PhysicsEngine.Instance.RigidbodyCastWithIgnores(aiactor.specRigidbody, intVector, out collisionData, true, true, null, false, list.ToArray())) { intVector = collisionData.NewPixelsToMove; } CollisionData.Pool.Free(ref collisionData); // aiactor.transform.position += PhysicsEngine.PixelToUnit(intVector); aiactor.transform.position += PhysicsEngine.PixelToUnit(intVector).ToVector3ZUp(1f); aiactor.specRigidbody.Reinitialize(); if (i == 0) { aiactor.aiAnimator.FacingDirection = 180f; } else if (i == selectedEnemyGuids.Length - 1) { aiactor.aiAnimator.FacingDirection = 0f; } HandleSpawn(aiactor); list.Add(aiactor.specRigidbody); } } for (int j = 0; j < list.Count; j++) { for (int k = 0; k < list.Count; k++) { if (j != k) { list[j].RegisterGhostCollisionException(list[k]); } } } } else if (spawnPosition == SpawnPosition.ScreenEdge) { for (int l = 0; l < selectedEnemyGuids.Length; l++) { AIActor orLoadByGuid2 = EnemyDatabase.GetOrLoadByGuid(selectedEnemyGuids[l]); AIActor spawnedActor = AIActor.Spawn(orLoadByGuid2, specRigidbody.UnitCenter.ToIntVector2(VectorConversions.Floor), aiActor.ParentRoom, false, AIActor.AwakenAnimationType.Default, true); if (spawnedActor) { Vector2 cameraBottomLeft = BraveUtility.ViewportToWorldpoint(new Vector2(0f, 0f), ViewportType.Gameplay); Vector2 cameraTopRight = BraveUtility.ViewportToWorldpoint(new Vector2(1f, 1f), ViewportType.Gameplay); IntVector2 bottomLeft = cameraBottomLeft.ToIntVector2(VectorConversions.Ceil); IntVector2 topRight = cameraTopRight.ToIntVector2(VectorConversions.Floor) - IntVector2.One; CellValidator cellValidator = delegate(IntVector2 c) { for (int num2 = 0; num2 < spawnedActor.Clearance.x; num2++) { for (int num3 = 0; num3 < spawnedActor.Clearance.y; num3++) { if (GameManager.Instance.Dungeon.data.isTopWall(c.x + num2, c.y + num3)) { return(false); } if (GameManager.Instance.Dungeon.data[c.x + num2, c.y + num3].isExitCell) { return(false); } } } return(c.x >= bottomLeft.x && c.y >= bottomLeft.y && c.x + spawnedActor.Clearance.x - 1 <= topRight.x && c.y + spawnedActor.Clearance.y - 1 <= topRight.y); }; Func <IntVector2, float> cellWeightFinder = delegate(IntVector2 c) { float a3 = float.MaxValue; a3 = Mathf.Min(a3, c.x - cameraBottomLeft.x); a3 = Mathf.Min(a3, c.y - cameraBottomLeft.y); a3 = Mathf.Min(a3, cameraTopRight.x - c.x + spawnedActor.Clearance.x); return(Mathf.Min(a3, cameraTopRight.y - c.y + spawnedActor.Clearance.y)); }; Vector2 b = spawnedActor.specRigidbody.UnitCenter - spawnedActor.transform.position.XY(); IntVector2?randomWeightedAvailableCell = spawnedActor.ParentRoom.GetRandomWeightedAvailableCell(new IntVector2?(spawnedActor.Clearance), new CellTypes?(spawnedActor.PathableTiles), false, cellValidator, cellWeightFinder, 0.25f); if (randomWeightedAvailableCell == null) { Debug.LogError("Screen Edge Spawn FAILED!", spawnedActor); Destroy(spawnedActor); } else { spawnedActor.transform.position = Pathfinder.GetClearanceOffset(randomWeightedAvailableCell.Value, spawnedActor.Clearance) - b; spawnedActor.specRigidbody.Reinitialize(); HandleSpawn(spawnedActor); } } } } else if (spawnPosition == SpawnPosition.InsideRadius) { Vector2 unitCenter = specRigidbody.GetUnitCenter(ColliderType.HitBox); List <SpeculativeRigidbody> list2 = new List <SpeculativeRigidbody>(); list2.Add(specRigidbody); for (int m = 0; m < selectedEnemyGuids.Length; m++) { Vector2 vector2 = unitCenter + UnityEngine.Random.insideUnitCircle * spawnRadius; if (GameManager.Instance.CurrentLevelOverrideState == GameManager.LevelOverrideState.CHARACTER_PAST && SceneManager.GetActiveScene().name == "fs_robot") { RoomHandler entrance = GameManager.Instance.Dungeon.data.Entrance; Vector2 lhs = entrance.area.basePosition.ToVector2() + new Vector2(7f, 7f); Vector2 lhs2 = entrance.area.basePosition.ToVector2() + new Vector2(38f, 36f); vector2 = Vector2.Min(lhs2, Vector2.Max(lhs, vector2)); } AIActor orLoadByGuid3 = EnemyDatabase.GetOrLoadByGuid(selectedEnemyGuids[m]); AIActor aiactor2 = AIActor.Spawn(orLoadByGuid3, unitCenter.ToIntVector2(VectorConversions.Floor), aiActor.ParentRoom, true, AIActor.AwakenAnimationType.Default, true); if (aiactor2) { aiactor2.specRigidbody.Initialize(); Vector2 unit = vector2 - aiactor2.specRigidbody.GetUnitCenter(ColliderType.HitBox); aiactor2.specRigidbody.ImpartedPixelsToMove = PhysicsEngine.UnitToPixel(unit); HandleSpawn(aiactor2); list2.Add(aiactor2.specRigidbody); } } for (int n = 0; n < list2.Count; n++) { for (int num = 0; num < list2.Count; num++) { if (n != num) { list2[n].RegisterGhostCollisionException(list2[num]); } } } } else { Debug.LogError("Unknown spawn type: " + spawnPosition); } }