コード例 #1
0
        public float ApplyArmorProtection(float attackPower)
        {
            float        num  = m_random.UniformFloat(0f, 1f);
            ClothingSlot slot = (num < 0.1f) ? ClothingSlot.Feet : ((num < 0.3f) ? ClothingSlot.Legs : ((num < 0.9f) ? ClothingSlot.Torso : ClothingSlot.Head));
            float        num2 = ((MekClothingBlock)BlocksManager.Blocks[1011]).Durability + 1;
            List <int>   list = new List <int>(GetClothes(slot));

            for (int i = 0; i < list.Count; i++)
            {
                int          value        = list[i];
                MekClothData clothingData = MekClothingBlock.GetClothingData(Terrain.ExtractData(value));
                float        x            = (num2 - (float)BlocksManager.Blocks[1011].GetDamage(value)) / num2 * clothingData.Sturdiness;
                float        num3         = MathUtils.Min(attackPower * MathUtils.Saturate(clothingData.ArmorProtection), x);
                if (num3 > 0f)
                {
                    attackPower -= num3;
                    if (m_subsystemGameInfo.WorldSettings.GameMode != 0)
                    {
                        float x2          = num3 / clothingData.Sturdiness * num2 + 0.001f;
                        int   damageCount = (int)(MathUtils.Floor(x2) + (float)(m_random.Bool(MathUtils.Remainder(x2, 1f)) ? 1 : 0));
                        list[i] = BlocksManager.DamageItem(value, damageCount);
                    }
                    if (!string.IsNullOrEmpty(clothingData.ImpactSoundsFolder))
                    {
                        m_subsystemAudio.PlayRandomSound(clothingData.ImpactSoundsFolder, 1f, m_random.UniformFloat(-0.3f, 0.3f), m_componentBody.Position, 4f, 0.15f);
                    }
                }
            }
            int num4 = 0;

            while (num4 < list.Count)
            {
                if (Terrain.ExtractContents(list[num4]) != 1011)
                {
                    list.RemoveAt(num4);
                    m_subsystemParticles.AddParticleSystem(new BlockDebrisParticleSystem(m_subsystemTerrain, m_componentBody.Position + m_componentBody.BoxSize / 2f, 1f, 1f, Color.White, 0));
                }
                else
                {
                    num4++;
                }
            }
            SetClothes(slot, list);
            return(MathUtils.Max(attackPower, 0f));
        }