Exemplo n.º 1
0
        private static void Prefix(Collider other, TriggerWindTunnel __instance)
        {
            MonsterBall componentInParent = other.GetComponentInParent <MonsterBall>();

            if (componentInParent)
            {
                componentInParent.c_rigidbody.AddForce(__instance.transform.forward * (componentInParent.c_rigidbody.mass * 80f));
            }
        }
Exemplo n.º 2
0
 private static void Postfix(MonsterBall __instance)
 {
     Physics.IgnoreLayerCollision(31, 13, false);
     Physics.IgnoreLayerCollision(31, 22, false);
     Physics.IgnoreLayerCollision(31, 23, false);
     Physics.IgnoreLayerCollision(31, 24, false);
     Physics.IgnoreLayerCollision(31, 31, false);
     __instance.c_rigidbody.drag  = 1f;
     __instance.c_rigidbody.mass *= 20f;
 }
Exemplo n.º 3
0
        private static void Prefix(Collision collision, MonsterBall __instance)
        {
            float d = 1f;

            SFXCueManager.PlayRawSoundEffectPos(SoundEffect.imp_force_field1, collision.contacts[0].point, 0.4f, UnityEngine.Random.Range(-0.3f, 0f), 0f);
            GameObject gameObject = collision.collider.gameObject;

            Player player = gameObject.GetComponent <Player>();

            if (player != null)
            {
                MonsterballAddon.SetPlayer(player);
            }

            Projectile proj = gameObject.GetComponent <Projectile>();

            if (proj == null || proj.m_type == ProjPrefab.none)
            {
                return;
            }

            if (proj.m_owner_player)
            {
                MonsterballAddon.SetPlayer(proj.m_owner_player);
            }

            var     mb      = __instance;
            Vector3 forward = proj.c_transform.forward;

            if (proj.m_type == ProjPrefab.proj_impulse)
            {
                mb.c_rigidbody.AddForce(forward.normalized * 50f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.proj_driller)
            {
                Vector3 vector = ((mb.transform.position - collision.transform.position).normalized + forward.normalized) / 2f;
                mb.c_rigidbody.AddForce(vector.normalized * 35f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.proj_shotgun)
            {
                Vector3 vector2 = ((mb.transform.position - collision.transform.position).normalized + forward.normalized) / 2f;
                mb.c_rigidbody.AddForce(vector2.normalized * 8f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.proj_flak_cannon)
            {
                mb.c_rigidbody.AddForce(forward.normalized * 20f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.proj_reflex)
            {
                Vector3 vector3 = ((mb.transform.position - collision.transform.position).normalized + forward.normalized) / 2f;
                mb.c_rigidbody.AddForce(vector3.normalized * 40f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.proj_beam)
            {
                Vector3 vector4 = ((mb.transform.position - collision.transform.position).normalized + forward.normalized) / 2f;
                mb.c_rigidbody.AddForce(vector4.normalized * 120f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.missile_smart || proj.m_type == ProjPrefab.missile_smart_mini || proj.m_type == ProjPrefab.missile_timebomb || proj.m_type == ProjPrefab.missile_vortex)
            {
                Vector3 vector5 = ((mb.transform.position - collision.transform.position).normalized + forward.normalized) / 2f;
                mb.c_rigidbody.AddForce(vector5.normalized * 500f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.missile_devastator)
            {
                Vector3 vector6 = ((mb.transform.position - collision.transform.position).normalized + forward.normalized) / 2f;
                mb.c_rigidbody.AddForce(vector6.normalized * 2200f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.missile_devastator_mini)
            {
                Vector3 normalized = (mb.transform.position - collision.transform.position).normalized;
                mb.c_rigidbody.AddForce(normalized * 1000f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.missile_falcon)
            {
                mb.c_rigidbody.AddForce(forward.normalized * 200f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.missile_hunter)
            {
                mb.c_rigidbody.AddForce(forward.normalized * 100f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.missile_pod)
            {
                mb.c_rigidbody.AddForce(forward.normalized * 50f * d, ForceMode.Impulse);
            }
            if (proj.m_type == ProjPrefab.missile_creeper)
            {
                mb.c_rigidbody.AddForce(forward.normalized * 100f * d, ForceMode.Impulse);
            }
        }