private void OnTriggerEnter(Collider collider)
 {
     //IL_0002: Unknown result type (might be due to invalid IL or missing references)
     //IL_0007: Expected O, but got Unknown
     //IL_005e: Unknown result type (might be due to invalid IL or missing references)
     hitObject = collider.get_gameObject();
     hitLayer  = hitObject.get_layer();
     if (((1 << hitLayer) & ignoreLayerMask) <= 0 && (hitLayer != 8 || !(hitObject.GetComponent <DangerRader>() != null)))
     {
         HealAttackObject component = collider.get_gameObject().GetComponent <HealAttackObject>();
         if (!(component != null))
         {
             IAttackCollider component2 = hitObject.GetComponent <IAttackCollider>();
             if (component2 != null)
             {
                 AttackInfo attackInfo = component2.GetAttackInfo();
                 fromObject = component2.GetFromObject();
                 if (attackInfo != null)
                 {
                     if (attackInfo.isSkillReference)
                     {
                         reactionType = REACTION_TYPE.REFLECT;
                         collider.set_enabled(false);
                         BulletObject component3 = collider.GetComponent <BulletObject>();
                         if (component3 != null)
                         {
                             component3.OnDestroy();
                         }
                         return;
                     }
                     ReflectBulletCondition component4 = collider.GetComponent <ReflectBulletCondition>();
                     if (component4 != null)
                     {
                         if (component4.actionMineID != objId)
                         {
                             reactionType            = REACTION_TYPE.DIRECTION_CHANGE;
                             component4.actionMineID = objId;
                             component4.reflectCount++;
                             reflectCount++;
                         }
                         return;
                     }
                 }
             }
             reactionType = REACTION_TYPE.EXPLODE;
             m_capsule.set_enabled(false);
         }
     }
 }
    public virtual void SetFromInfo(AttackInfo _attack_info, StageObject _object, Collider _collider, IAttackCollider _collider_interface)
    {
        attackInfo        = _attack_info;
        fromObject        = _object;
        fromCollider      = _collider;
        colliderInterface = _collider_interface;
        targetPointList   = null;
        Player player = fromObject as Player;

        if (player != null && player.targetingPointList != null)
        {
            targetPointList = player.targetingPointList.GetRange(0, player.targetingPointList.Count);
        }
        if (MonoBehaviourSingleton <StageObjectManager> .IsValid())
        {
            MonoBehaviourSingleton <StageObjectManager> .I.AddNotifyInterface(this);
        }
    }
    public bool IsSelfAttack(GameObject obj)
    {
        IAttackCollider component = obj.GetComponent <IAttackCollider>();

        if (object.ReferenceEquals(component, null))
        {
            return(false);
        }
        if (component is HealAttackObject)
        {
            return(false);
        }
        StageObject fromObject = component.GetFromObject();

        if (object.ReferenceEquals(fromObject, null))
        {
            return(false);
        }
        return(fromObject is Self);
    }
    private bool CheckValidAttack(GameObject hitObj)
    {
        if (object.ReferenceEquals(hitObj, null))
        {
            return(false);
        }
        IAttackCollider component = hitObj.GetComponent <IAttackCollider>();

        if (object.ReferenceEquals(component, null))
        {
            return(false);
        }
        if (component is HealAttackObject)
        {
            return(false);
        }
        StageObject fromObject = component.GetFromObject();

        if (object.ReferenceEquals(fromObject, null))
        {
            return(false);
        }
        return(fromObject is Player);
    }
    public AttackColliderProcessor CreateProcessor(AttackInfo _attack_info, StageObject _object, Collider _collider, IAttackCollider _collider_interface, Player.ATTACK_MODE attackMode = Player.ATTACK_MODE.NONE, DamageDistanceTable.DamageDistanceData damageDistanceData = null)
    {
        AttackColliderProcessor attackColliderProcessor = null;

        if (_attack_info is AttackHitInfo)
        {
            attackColliderProcessor = new AttackHitColliderProcessor();
        }
        else if (_attack_info is AttackContinuationInfo)
        {
            attackColliderProcessor = new AttackContinuationColliderProcessor();
        }
        attackColliderProcessor.SetFromInfo(_attack_info, _object, _collider, _collider_interface);
        attackColliderProcessor.SetAttackMode(attackMode);
        attackColliderProcessor.SetDamageDistanceData(damageDistanceData);
        AddProcessor(attackColliderProcessor);
        return(attackColliderProcessor);
    }