private void OnHitEnemy(Projectile bullet, SpeculativeRigidbody enemy, bool fatal) { if (UnityEngine.Random.value <= procChance) { ApplyLockdown.ApplyDirectLockdown(enemy.gameActor, this.duration, this.enemyTintColour, this.corpseTintColour, EffectResistanceType.None, "Lockdown", this.TintEnemy, this.TintCorpse); } }
private void PostProcessBeam(BeamController beam, SpeculativeRigidbody hitRigidBody, float tickrate) { float procChance = 0.12f; GameActor gameActor = hitRigidBody.gameActor; if (!gameActor) { return; } if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate)) { ApplyLockdown.ApplyDirectLockdown(hitRigidBody.gameActor, 4, Color.grey, Color.grey, EffectResistanceType.None, "Lockdown", true, false); } }