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); } } } }
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); } } }