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using UnityEngine;
public class RayHitBash : RayHitEffect
{
public float triggerChancePerTenDamage = 0.1f;
public float baseTriggerChance = 0.2f;
[Space(15f)]
public float stunMultiplier = 1f;
public float stunTimePerTenDamage = 0.1f;
public float baseStunTime = 1f;
public bool cannotPermaStun;
[Space(15f)]
public float stunTimeThreshold = 0.2f;
public float stunTimeExponent = 1f;
public float multiplierPerTenMeterTravelled;
private MoveTransform move;
private float multiplier = 1f;
private void Start()
{
move = GetComponentInParent<MoveTransform>();
multiplier = base.transform.localScale.x;
}
public override HasToReturn DoHitEffect(HitInfo hit)
{
if (!hit.transform)
{
return HasToReturn.canContinue;
}
StunHandler component = hit.transform.GetComponent<StunHandler>();
if ((bool)component)
{
ProjectileHit componentInParent = GetComponentInParent<ProjectileHit>();
float num = 25f;
if ((bool)componentInParent)
{
num = componentInParent.damage;
}
float num2 = triggerChancePerTenDamage * num * 0.1f;
num2 += baseTriggerChance;
if (Random.value < num2)
{
float num3 = baseStunTime + stunTimePerTenDamage * num * 0.1f;
SetMultiplier();
num3 *= stunMultiplier;
num3 = Mathf.Pow(num3, stunTimeExponent);
num3 *= multiplier;
if (cannotPermaStun)
{
num3 = Mathf.Clamp(num3, 0f, GetComponentInParent<SpawnedAttack>().spawner.data.weaponHandler.gun.attackSpeed * GetComponentInParent<SpawnedAttack>().spawner.data.stats.attackSpeedMultiplier + 0.3f);
}
if (num3 > stunTimeThreshold)
{
component.AddStun(num3);
}
}
}
return HasToReturn.canContinue;
}
private void SetMultiplier()
{
float distanceTravelled = move.distanceTravelled;
if (multiplierPerTenMeterTravelled != 0f)
{
stunMultiplier = distanceTravelled * multiplierPerTenMeterTravelled * 0.1f;
}
}
}
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