예제 #1
0
    public static void DoImpact(GameObject go, SurfaceInfoObject.ImpactType type, Vector3 worldPos, Quaternion rotation)
    {
        SurfaceInfoObject surfaceInfoFor = SurfaceInfo.GetSurfaceInfoFor(go, worldPos);

        UnityEngine.Object obj = UnityEngine.Object.Instantiate(surfaceInfoFor.GetImpactEffect(type), worldPos, rotation);
        UnityEngine.Object.Destroy(obj, 1f);
    }
예제 #2
0
    private void Update()
    {
        if (!this.impacted)
        {
            float num = Time.time - this.lastUpdateTime;
            this.lastUpdateTime = Time.time;
            RaycastHit  hit     = new RaycastHit();
            RaycastHit2 invalid = RaycastHit2.invalid;
            base.transform.Rotate(Vector3.right, (float)(this.dropDegreesPerSec * num));
            Ray   ray  = new Ray(base.transform.position, base.transform.forward);
            float num2 = this.speedPerSec * num;
            bool  flag = true;
            if (!Physics2.Raycast2(ray, out invalid, this.speedPerSec * num, this.layerMask))
            {
                Transform transform = base.transform;
                transform.position += (Vector3)((base.transform.forward * this.speedPerSec) * num);
                this.distance      += this.speedPerSec * num;
            }
            else
            {
                Vector3    point;
                Vector3    normal;
                GameObject gameObject;
                Rigidbody  rigidbody;
                if (flag)
                {
                    normal     = invalid.normal;
                    point      = invalid.point;
                    gameObject = invalid.gameObject;
                    rigidbody  = invalid.rigidbody;
                }
                else
                {
                    normal     = hit.normal;
                    point      = hit.point;
                    gameObject = hit.collider.gameObject;
                    rigidbody  = hit.rigidbody;
                }
                Quaternion rotation = Quaternion.LookRotation(normal);
                Vector3    zero     = Vector3.zero;
                int        layer    = gameObject.layer;
                bool       flag2    = true;
                if (((rigidbody != null) && !rigidbody.isKinematic) && !rigidbody.CompareTag("Door"))
                {
                    rigidbody.AddForceAtPosition((Vector3)(Vector3.up * 200f), point);
                    rigidbody.AddForceAtPosition((Vector3)(ray.direction * 1000f), point);
                }
                switch (layer)
                {
                case 0x11:
                case 0x12:
                case 0x1b:
                case 0x15:
                    flag2 = false;
                    break;

                default:
                    zero = point + ((Vector3)(normal * 0.01f));
                    break;
                }
                this.impacted           = true;
                base.transform.position = point;
                this.TryReportHit(gameObject);
                base.transform.parent = gameObject.transform;
                TrailRenderer component = base.GetComponent <TrailRenderer>();
                if (component != null)
                {
                    component.enabled = false;
                }
                base.audio.enabled = false;
                if (gameObject != null)
                {
                    SurfaceInfoObject surfaceInfoFor = SurfaceInfo.GetSurfaceInfoFor(gameObject, point);
                    surfaceInfoFor.GetImpactEffect(SurfaceInfoObject.ImpactType.Bullet);
                    Object.Destroy(Object.Instantiate(surfaceInfoFor.GetImpactEffect(SurfaceInfoObject.ImpactType.Bullet), point, rotation), 1.5f);
                    this.TryReportMiss();
                }
                Object.Destroy(base.gameObject, 20f);
            }
            if ((this.distance > this.maxRange) || ((Time.time - this.spawnTime) > this.maxLifeTime))
            {
                Object.Destroy(base.gameObject);
            }
        }
    }
예제 #3
0
    private void Update()
    {
        Vector3    vector3;
        Vector3    vector31;
        GameObject gameObject;
        Rigidbody  rigidbody;

        if (this.impacted)
        {
            return;
        }
        float single = Time.time - this.lastUpdateTime;

        this.lastUpdateTime = Time.time;
        RaycastHit  raycastHit  = new RaycastHit();
        RaycastHit2 raycastHit2 = RaycastHit2.invalid;

        base.transform.Rotate(Vector3.right, this.dropDegreesPerSec * single);
        Ray  ray  = new Ray(base.transform.position, base.transform.forward);
        bool flag = true;

        if (!Physics2.Raycast2(ray, out raycastHit2, this.speedPerSec * single, this.layerMask))
        {
            Transform transforms = base.transform;
            transforms.position = transforms.position + ((base.transform.forward * this.speedPerSec) * single);
            ArrowMovement arrowMovement = this;
            arrowMovement.distance = arrowMovement.distance + this.speedPerSec * single;
        }
        else
        {
            if (!flag)
            {
                vector31   = raycastHit.normal;
                vector3    = raycastHit.point;
                gameObject = raycastHit.collider.gameObject;
                rigidbody  = raycastHit.rigidbody;
            }
            else
            {
                vector31   = raycastHit2.normal;
                vector3    = raycastHit2.point;
                gameObject = raycastHit2.gameObject;
                rigidbody  = raycastHit2.rigidbody;
            }
            Quaternion quaternion = Quaternion.LookRotation(vector31);
            Vector3    vector32   = Vector3.zero;
            int        num        = gameObject.layer;
            bool       flag1      = true;
            if (rigidbody && !rigidbody.isKinematic && !rigidbody.CompareTag("Door"))
            {
                rigidbody.AddForceAtPosition(Vector3.up * 200f, vector3);
                rigidbody.AddForceAtPosition(ray.direction * 1000f, vector3);
            }
            if (num == 17 || num == 18 || num == 27 || num == 21)
            {
                flag1 = false;
            }
            else
            {
                vector32 = vector3 + (vector31 * 0.01f);
            }
            this.impacted           = true;
            base.transform.position = vector3;
            this.TryReportHit(gameObject);
            base.transform.parent = gameObject.transform;
            TrailRenderer component = base.GetComponent <TrailRenderer>();
            if (component)
            {
                component.enabled = false;
            }
            base.audio.enabled = false;
            if (gameObject)
            {
                SurfaceInfoObject surfaceInfoFor = SurfaceInfo.GetSurfaceInfoFor(gameObject, vector3);
                surfaceInfoFor.GetImpactEffect(SurfaceInfoObject.ImpactType.Bullet);
                UnityEngine.Object obj = UnityEngine.Object.Instantiate(surfaceInfoFor.GetImpactEffect(SurfaceInfoObject.ImpactType.Bullet), vector3, quaternion);
                UnityEngine.Object.Destroy(obj, 1.5f);
                this.TryReportMiss();
            }
            UnityEngine.Object.Destroy(base.gameObject, 20f);
        }
        if (this.distance > this.maxRange || Time.time - this.spawnTime > this.maxLifeTime)
        {
            UnityEngine.Object.Destroy(base.gameObject);
        }
    }