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using Sonigon;
using UnityEngine;
public class RayHitPoison : RayHitEffect
{
[Header("Sounds")]
public SoundEvent soundEventDamageOverTime;
[Header("Settings")]
public float time = 2f;
public float interval = 0.5f;
public Color color = Color.red;
private void Start()
{
GetComponentInParent<ProjectileHit>().bulletCanDealDeamage = false;
}
public override HasToReturn DoHitEffect(HitInfo hit)
{
if (!hit.transform)
{
return HasToReturn.canContinue;
}
RayHitPoison[] componentsInChildren = base.transform.root.GetComponentsInChildren<RayHitPoison>();
ProjectileHit componentInParent = GetComponentInParent<ProjectileHit>();
DamageOverTime component = hit.transform.GetComponent<DamageOverTime>();
if ((bool)component)
{
component.TakeDamageOverTime(componentInParent.damage * base.transform.forward / componentsInChildren.Length, base.transform.position, time, interval, color, soundEventDamageOverTime, GetComponentInParent<ProjectileHit>().ownWeapon, GetComponentInParent<ProjectileHit>().ownPlayer);
}
return HasToReturn.canContinue;
}
}
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