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-rw-r--r--Thronefall_v1.0/Decompile/StabMA.cs71
1 files changed, 71 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/StabMA.cs b/Thronefall_v1.0/Decompile/StabMA.cs
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+++ b/Thronefall_v1.0/Decompile/StabMA.cs
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+using UnityEngine;
+
+public class StabMA : ManualAttack
+{
+ public float maximumCooldownTime = 15f;
+
+ public float minimumCooldownPercentage = 0.2f;
+
+ private int targetsStabbed;
+
+ private AudioSet.ClipArray caSuccessfulHit;
+
+ private AudioSet.ClipArray caFailedHit;
+
+ public int TargetsStabeed => targetsStabbed;
+
+ public override void Start()
+ {
+ base.Start();
+ caSuccessfulHit = audioSet.PlayerBowStab;
+ caFailedHit = audioSet.PlayerBowStabMiss;
+ }
+
+ public override void Attack()
+ {
+ TaggedObject taggedObject = FindAttackTarget(_choosePreferredTargetIfPossible: true);
+ Hp hp = null;
+ if ((bool)taggedObject)
+ {
+ hp = taggedObject.Hp;
+ cooldownTime = maximumCooldownTime * (minimumCooldownPercentage + hp.HpPercentage * (1f - minimumCooldownPercentage));
+ cooldown = cooldownTime;
+ }
+ float num = 0f;
+ if ((bool)hp)
+ {
+ num = hp.HpValue;
+ }
+ weapon.Attack(base.transform.position + spawnAttackHeight * Vector3.up, hp, transformForAttackDirection.forward, myTaggedObj, base.AttackDamageMultiplyer);
+ if ((bool)hp)
+ {
+ if (num > hp.HpValue)
+ {
+ StabSuccessful();
+ }
+ else
+ {
+ StabMissed();
+ }
+ }
+ else if (num > 0f)
+ {
+ StabSuccessful();
+ }
+ else
+ {
+ StabMissed();
+ }
+ }
+
+ private void StabSuccessful()
+ {
+ audioManager.PlaySoundAsOneShot(caSuccessfulHit, 1f, Random.Range(0.9f, 1.1f), audioSet.mixGroupFX, 5);
+ targetsStabbed++;
+ }
+
+ private void StabMissed()
+ {
+ audioManager.PlaySoundAsOneShot(caFailedHit, 1f, Random.Range(0.9f, 1.1f), audioSet.mixGroupFX, 5);
+ }
+}