Exemplo n.º 1
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // check if the explosion needs to be removed
        if (removeExplosion)
        {
            CreateAbilityObjectOnDeath[] components = abilityObject.GetComponents <CreateAbilityObjectOnDeath>();
            for (int i = 0; i < components.Length; i++)
            {
                if (components[i].abilityToInstantiate == AbilityIDList.getAbility(AbilityID.lightningExplosion))
                {
                    Destroy(components[i]);
                    components[i].deactivate();
                }
            }
        }
        // explosion only stuff
        else
        {
            if (increasedExplosionDamage != 0 || explosionChanceToShock != 0)
            {
                LightningExplosionMutator mut = abilityObject.AddComponent <LightningExplosionMutator>();
                mut.increasedDamage = increasedExplosionDamage;
                mut.chanceToShock   = explosionChanceToShock;
            }

            if (explodesAtTarget)
            {
                abilityObject.GetComponent <DestroyAfterDuration>().duration = 1.5f;
                if (!abilityObject.GetComponent <LocationDetector>())
                {
                    abilityObject.AddComponent <LocationDetector>();
                }
                DestroyAfterDurationAfterReachingTargetLocation component = abilityObject.AddComponent <DestroyAfterDurationAfterReachingTargetLocation>();
                component.duration = 0f;
            }

            if (chargedGroundAtEndChance > 0)
            {
                float rand = Random.Range(0f, 1f);
                if (rand < chargedGroundAtEndChance)
                {
                    CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>();
                    component.abilityToInstantiate = AbilityIDList.getAbility(AbilityID.chargedGround);
                }
            }
        }

        if (chanceToAttachSparkCharge > 0)
        {
            ChanceToCreateAbilityObjectOnNewEnemyHit newComponent = abilityObject.AddComponent <ChanceToCreateAbilityObjectOnNewEnemyHit>();
            newComponent.spawnAtHit           = true;
            newComponent.chance               = chanceToAttachSparkCharge;
            newComponent.abilityToInstantiate = AbilityIDList.getAbility(AbilityID.sparkCharge);
        }

        if (increasedProjectileDamage != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(increasedProjectileDamage);
            }
        }

        if (removePull)
        {
            PullComponent[] pullComponents = abilityObject.GetComponents <PullComponent>();
            for (int i = 0; i < pullComponents.Length; i++)
            {
                Destroy(pullComponents[i]);
            }
        }

        if (shockChance > 0)
        {
            ChanceToApplyStatusOnEnemyHit chanceTo = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            chanceTo.chance       = shockChance;
            chanceTo.statusEffect = StatusEffectList.getEffect(StatusEffectID.Shock);
        }

        if (increasedSpeed > 0)
        {
            AbilityMover mover = abilityObject.GetComponent <AbilityMover>();
            if (mover)
            {
                mover.speed *= (1 + increasedSpeed);
            }
        }

        if (!usingAbility)
        {
            usingAbility = GetComponent <UsingAbility>();
        }

        // casting stuff
        if (lightningAegisChance > 0 && usingAbility)
        {
            if (lightningAegisChance >= Random.Range(0f, 1f))
            {
                usingAbility.UseAbility(AbilityIDList.getAbility(AbilityID.lightningAegis), transform.position, false, false);
            }
        }

        if (knockBackOnCastChance > 0 && usingAbility)
        {
            if (knockBackOnCastChance >= Random.Range(0f, 1f))
            {
                usingAbility.UseAbility(AbilityIDList.getAbility(AbilityID.knockBack), transform.position, false, false);
            }
        }


        return(abilityObject);
    }