コード例 #1
0
    private void ChangeBulletDirection()
    {
        //IL_0006: Unknown result type (might be due to invalid IL or missing references)
        //IL_000b: Unknown result type (might be due to invalid IL or missing references)
        //IL_0010: Unknown result type (might be due to invalid IL or missing references)
        //IL_0018: Unknown result type (might be due to invalid IL or missing references)
        //IL_001d: Unknown result type (might be due to invalid IL or missing references)
        //IL_0059: Unknown result type (might be due to invalid IL or missing references)
        //IL_005e: Unknown result type (might be due to invalid IL or missing references)
        //IL_008a: Unknown result type (might be due to invalid IL or missing references)
        //IL_0095: Unknown result type (might be due to invalid IL or missing references)
        //IL_009a: Unknown result type (might be due to invalid IL or missing references)
        //IL_009f: Unknown result type (might be due to invalid IL or missing references)
        Quaternion rot = hitObject.get_transform().get_rotation();

        if (IsGetTarget(hitObject.get_transform().get_position(), ref rot))
        {
            BulletControllerBase component = hitObject.GetComponent <BulletControllerBase>();
            if (component != null)
            {
                component.Initialize(m_mineData.actionBullet, null, component._transform.get_position(), rot);
                if (!string.IsNullOrEmpty(m_mineData.actionEffectName2))
                {
                    EffectManager.OneShot(m_mineData.actionEffectName2, component._transform.get_position() + m_mineData.actionEffectOffset, rot, false);
                }
            }
        }
    }
コード例 #2
0
    protected virtual void SetBulletData(BulletData bullet, SkillInfo.SkillParam _skillParam, Vector3 pos, Quaternion rot)
    {
        //IL_003d: Unknown result type (might be due to invalid IL or missing references)
        //IL_0053: Unknown result type (might be due to invalid IL or missing references)
        //IL_0097: Unknown result type (might be due to invalid IL or missing references)
        //IL_00a8: Unknown result type (might be due to invalid IL or missing references)
        //IL_00b9: Unknown result type (might be due to invalid IL or missing references)
        //IL_00ca: Unknown result type (might be due to invalid IL or missing references)
        //IL_0184: Unknown result type (might be due to invalid IL or missing references)
        //IL_019a: Unknown result type (might be due to invalid IL or missing references)
        //IL_01b0: Unknown result type (might be due to invalid IL or missing references)
        //IL_01c6: Unknown result type (might be due to invalid IL or missing references)
        //IL_01dc: Unknown result type (might be due to invalid IL or missing references)
        //IL_01f2: Unknown result type (might be due to invalid IL or missing references)
        //IL_0208: Unknown result type (might be due to invalid IL or missing references)
        //IL_021e: Unknown result type (might be due to invalid IL or missing references)
        //IL_0234: Unknown result type (might be due to invalid IL or missing references)
        //IL_024a: Unknown result type (might be due to invalid IL or missing references)
        //IL_0260: Unknown result type (might be due to invalid IL or missing references)
        //IL_028d: Unknown result type (might be due to invalid IL or missing references)
        //IL_028e: Unknown result type (might be due to invalid IL or missing references)
        if (!(bullet == null))
        {
            bulletData   = bullet;
            type         = bullet.type;
            appearTime   = bullet.data.appearTime;
            dispOffset   = bulletData.data.dispOffset;
            dispRotation = bulletData.data.dispRotation;
            SetRadius(bullet.data.radius);
            SetCapsuleHeight(bullet.data.capsuleHeight);
            SetCapsuleAxis(bullet.data.capsuleAxis);
            SetScale(bullet.data.timeStartScale);
            SetHitOffset(bullet.data.hitOffset);
            timeStartScale         = bullet.data.timeStartScale;
            timeEndScale           = bullet.data.timeEndScale;
            isCharacterHitDelete   = bullet.data.isCharacterHitDelete;
            isObjectHitDelete      = bullet.data.isObjectHitDelete;
            isLandHit              = bullet.data.isLandHit;
            landHitEfect           = bullet.data.landHiteffectName;
            endBullet              = bullet.data.endBullet;
            isBulletTakeoverTarget = bullet.data.isBulletTakeoverTarget;
            switch (bullet.type)
            {
            case BulletData.BULLET_TYPE.FALL:
                controller = this.get_gameObject().AddComponent <BulletControllerFall>();
                break;

            case BulletData.BULLET_TYPE.HOMING:
                controller = this.get_gameObject().AddComponent <BulletControllerHoming>();
                break;

            case BulletData.BULLET_TYPE.CURVE:
                controller = this.get_gameObject().AddComponent <BulletControllerCurve>();
                break;

            case BulletData.BULLET_TYPE.BREAKABLE:
                controller = this.get_gameObject().AddComponent <BulletControllerBreakable>();
                break;

            case BulletData.BULLET_TYPE.OBSTACLE_CYLINDER:
                controller = this.get_gameObject().AddComponent <BulletControllerObstacleCylinder>();
                break;

            case BulletData.BULLET_TYPE.SNATCH:
                controller = this.get_gameObject().AddComponent <BulletControllerSnatch>();
                break;

            case BulletData.BULLET_TYPE.PAIR_SWORDS_SOUL:
                controller = this.get_gameObject().AddComponent <BulletControllerPairSwordsSoul>();
                break;

            case BulletData.BULLET_TYPE.PAIR_SWORDS_LASER:
                controller = this.get_gameObject().AddComponent <BulletControllerPairSwordsLaser>();
                break;

            case BulletData.BULLET_TYPE.HEALING_HOMING:
                controller = this.get_gameObject().AddComponent <BulletControllerHealingHoming>();
                break;

            case BulletData.BULLET_TYPE.ARROW_SOUL:
                controller = this.get_gameObject().AddComponent <BulletControllerArrowSoul>();
                break;

            default:
                controller = this.get_gameObject().AddComponent <BulletControllerBase>();
                break;
            }
            if (controller != null)
            {
                controller.Initialize(bullet, _skillParam, pos, rot);
                controller.RegisterBulletObject(this);
                switch (bullet.type)
                {
                case BulletData.BULLET_TYPE.SNATCH:
                {
                    BulletControllerSnatch bulletControllerSnatch = controller as BulletControllerSnatch;
                    if (bulletControllerSnatch != null)
                    {
                        bulletControllerSnatch.SetBulletObject(this);
                        bulletControllerSnatch.SetFromObject(stageObject);
                    }
                    break;
                }

                case BulletData.BULLET_TYPE.PAIR_SWORDS_SOUL:
                {
                    IObservable observable = controller as IObservable;
                    if (observable != null)
                    {
                        Player player = stageObject as Player;
                        if (player != null)
                        {
                            observable.RegisterObserver(player.pairSwordsCtrl);
                        }
                    }
                    break;
                }

                case BulletData.BULLET_TYPE.BREAKABLE:
                    RegisterObserver();
                    break;
                }
            }
            Character character = stageObject as Character;
            if (character != null)
            {
                SetTarget(character.actionTarget);
            }
        }
    }