Updated knight for v62 coilhead
Knight enters a brief cooldown after attacking Fixed knight LOS not working for 5+ players (I'm going to strangle zeekers)
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523e7ed898
commit
a2531e246f
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@ -41,6 +41,10 @@ namespace ScarletMansion.GamePatch.Enemies {
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private bool setOnCooldown;
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private bool setOnCooldown;
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public float timeAtLastCooldown;
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public float timeAtLastCooldown;
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private Vector3 previousPosition;
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private float checkPositionInterval;
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private bool isMakingDistance;
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// Token: 0x04000F2A RID: 3882
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// Token: 0x04000F2A RID: 3882
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private bool inCooldownAnimation;
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private bool inCooldownAnimation;
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@ -56,16 +60,16 @@ namespace ScarletMansion.GamePatch.Enemies {
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}
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}
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[ServerRpc(RequireOwnership = false)]
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[ServerRpc(RequireOwnership = false)]
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public void SetCoilheadOnCooldownServerRpc(bool setTrue) {
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public void SetCoilheadOnCooldownServerRpc(float cooldown) {
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SetCoilheadOnCooldownClientRpc(setTrue);
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SetCoilheadOnCooldownClientRpc(cooldown);
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}
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}
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// Token: 0x06000F6F RID: 3951 RVA: 0x000942FC File Offset: 0x000924FC
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// Token: 0x06000F6F RID: 3951 RVA: 0x000942FC File Offset: 0x000924FC
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[ClientRpc]
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[ClientRpc]
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public void SetCoilheadOnCooldownClientRpc(bool setTrue) {
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public void SetCoilheadOnCooldownClientRpc(float cooldown) {
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timeSpentMoving = 0f;
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timeSpentMoving = 0f;
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if (setTrue) {
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if (cooldown > 0f) {
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onCooldownPhase = 20f;
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onCooldownPhase = cooldown;
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setOnCooldown = true;
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setOnCooldown = true;
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inCooldownAnimation = true;
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inCooldownAnimation = true;
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SwitchToBehaviourStateOnLocalClient(0);
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SwitchToBehaviourStateOnLocalClient(0);
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@ -77,6 +81,7 @@ namespace ScarletMansion.GamePatch.Enemies {
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return;
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return;
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}
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}
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onCooldownPhase = 0f;
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onCooldownPhase = 0f;
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setOnCooldown = false;
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setOnCooldown = false;
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timeAtLastCooldown = Time.realtimeSinceStartup;
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timeAtLastCooldown = Time.realtimeSinceStartup;
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@ -143,7 +148,7 @@ namespace ScarletMansion.GamePatch.Enemies {
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if (setOnCooldown) {
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if (setOnCooldown) {
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setOnCooldown = false;
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setOnCooldown = false;
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SetCoilheadOnCooldownClientRpc(false);
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SetCoilheadOnCooldownClientRpc(0f);
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}
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}
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loseAggroTimer = 0f;
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loseAggroTimer = 0f;
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@ -198,6 +203,7 @@ namespace ScarletMansion.GamePatch.Enemies {
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offMeshLinkCoroutine = null;
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offMeshLinkCoroutine = null;
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var currentOffMeshLinkData = agent.currentOffMeshLinkData;
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var currentOffMeshLinkData = agent.currentOffMeshLinkData;
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agent.CompleteOffMeshLink();
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agent.CompleteOffMeshLink();
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if (currentOffMeshLinkData.valid) {
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if (currentOffMeshLinkData.valid) {
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if (Vector3.SqrMagnitude(transform.position - currentOffMeshLinkData.startPos) < Vector3.SqrMagnitude(transform.position - currentOffMeshLinkData.endPos)) {
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if (Vector3.SqrMagnitude(transform.position - currentOffMeshLinkData.startPos) < Vector3.SqrMagnitude(transform.position - currentOffMeshLinkData.endPos)) {
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agent.Warp(currentOffMeshLinkData.startPos);
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agent.Warp(currentOffMeshLinkData.startPos);
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@ -286,7 +292,7 @@ namespace ScarletMansion.GamePatch.Enemies {
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}
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}
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var flag = false;
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var flag = false;
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < StartOfRound.Instance.allPlayerScripts.Length; i++) {
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if (PlayerIsTargetable(StartOfRound.Instance.allPlayerScripts[i], false, false) && (StartOfRound.Instance.allPlayerScripts[i].HasLineOfSightToPosition(transform.position + Vector3.up * 0.25f, 68f, 60, -1f) || StartOfRound.Instance.allPlayerScripts[i].HasLineOfSightToPosition(transform.position + Vector3.up * 1.6f, 68f, 60, -1f)) && Vector3.Distance(StartOfRound.Instance.allPlayerScripts[i].gameplayCamera.transform.position, eye.position) > 0.3f) {
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if (PlayerIsTargetable(StartOfRound.Instance.allPlayerScripts[i], false, false) && (StartOfRound.Instance.allPlayerScripts[i].HasLineOfSightToPosition(transform.position + Vector3.up * 0.25f, 68f, 60, -1f) || StartOfRound.Instance.allPlayerScripts[i].HasLineOfSightToPosition(transform.position + Vector3.up * 1.6f, 68f, 60, -1f)) && Vector3.Distance(StartOfRound.Instance.allPlayerScripts[i].gameplayCamera.transform.position, eye.position) > 0.3f) {
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flag = true;
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flag = true;
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}
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}
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@ -301,59 +307,82 @@ namespace ScarletMansion.GamePatch.Enemies {
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}
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}
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}
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}
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var num = 0f;
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if (stoppingMovement) {
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if (stoppingMovement) {
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if (!animStopPoints.canAnimationStop && stopMovementTimer <= 0.27f) {
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if (animStopPoints.canAnimationStop || stopMovementTimer > 0.27f) {
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if (!hasStopped) {
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hasStopped = true;
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DoSpringAnimation(false);
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} else if (inCooldownAnimation) {
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inCooldownAnimation = false;
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DoSpringAnimation(true);
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}
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if (RoundManager.Instance.currentMineshaftElevator != null && Vector3.Distance(transform.position, RoundManager.Instance.currentMineshaftElevator.elevatorInsidePoint.position) < 1f) {
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num = 0.5f;
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}
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if (mainCollider.isTrigger && Vector3.Distance(GameNetworkManager.Instance.localPlayerController.transform.position, transform.position) > 0.3f) {
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mainCollider.isTrigger = false;
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}
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creatureAnimator.SetFloat("walkSpeed", 0f);
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currentAnimSpeed = 0f;
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if (IsOwner) {
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agent.speed = 0f;
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movingTowardsTargetPlayer = false;
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SetDestinationToPosition(transform.position, false);
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}
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} else {
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stopMovementTimer += Time.deltaTime;
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stopMovementTimer += Time.deltaTime;
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return;
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}
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if (!hasStopped) {
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hasStopped = true;
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DoSpringAnimation(false);
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} else if (inCooldownAnimation) {
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inCooldownAnimation = false;
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DoSpringAnimation(true);
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}
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if (mainCollider.isTrigger && Vector3.Distance(GameNetworkManager.Instance.localPlayerController.transform.position, transform.position) > 0.3f) {
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mainCollider.isTrigger = false;
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}
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creatureAnimator.SetFloat("walkSpeed", 0f);
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currentAnimSpeed = 0f;
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if (IsOwner) {
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agent.speed = 0f;
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movingTowardsTargetPlayer = false;
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SetDestinationToPosition(transform.position, false);
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return;
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}
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}
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} else {
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} else {
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stopMovementTimer = 0f;
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stopMovementTimer = 0f;
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if (hasStopped) {
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if (hasStopped) {
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hasStopped = false;
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hasStopped = false;
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mainCollider.isTrigger = true;
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mainCollider.isTrigger = true;
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isMakingDistance = true;
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}
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}
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currentAnimSpeed = Mathf.Lerp(currentAnimSpeed, currentChaseSpeed * 0.4597f, 5f * Time.deltaTime);
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currentAnimSpeed = Mathf.Lerp(currentAnimSpeed, currentChaseSpeed * 0.4597f, 5f * Time.deltaTime);
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creatureAnimator.SetFloat("walkSpeed", currentAnimSpeed);
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creatureAnimator.SetFloat("walkSpeed", currentAnimSpeed);
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inCooldownAnimation = false;
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inCooldownAnimation = false;
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if (IsServer) {
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if (IsServer) {
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timeSpentMoving += Time.deltaTime;
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if (checkPositionInterval <= 0f) {
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if (timeSpentMoving > 20f)
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checkPositionInterval = 0.65f;
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{
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isMakingDistance = (Vector3.Distance(transform.position, previousPosition) > 0.5f);
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onCooldownPhase = 20f;
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previousPosition = transform.position;
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setOnCooldown = true;
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} else {
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inCooldownAnimation = true;
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checkPositionInterval -= Time.deltaTime;
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SetCoilheadOnCooldownClientRpc(true);
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}
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SwitchToBehaviourStateOnLocalClient(0);
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if (isMakingDistance) {
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num = 1f;
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} else {
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num = 0.2f;
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}
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}
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}
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}
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if (IsOwner) {
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if (IsOwner) {
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agent.speed = Mathf.Lerp(agent.speed, currentChaseSpeed, 4.5f * Time.deltaTime);
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agent.speed = Mathf.Lerp(agent.speed, currentChaseSpeed, 4.5f * Time.deltaTime);
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movingTowardsTargetPlayer = true;
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movingTowardsTargetPlayer = true;
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}
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}
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}
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}
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if (IsServer) {
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if (num > 0f) {
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timeSpentMoving += Time.deltaTime * num;
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}
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if (timeSpentMoving > 9f) {
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onCooldownPhase = 11f;
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setOnCooldown = true;
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inCooldownAnimation = true;
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SetCoilheadOnCooldownClientRpc(25f);
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SwitchToBehaviourStateOnLocalClient(0);
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}
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}
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}
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}
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// Token: 0x06000F75 RID: 3957 RVA: 0x00094F98 File Offset: 0x00093198
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// Token: 0x06000F75 RID: 3957 RVA: 0x00094F98 File Offset: 0x00093198
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@ -393,6 +422,8 @@ namespace ScarletMansion.GamePatch.Enemies {
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playerControllerB.DamagePlayer(90, true, true, CauseOfDeath.Mauling, 0);
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playerControllerB.DamagePlayer(90, true, true, CauseOfDeath.Mauling, 0);
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playerControllerB.JumpToFearLevel(1f, true);
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playerControllerB.JumpToFearLevel(1f, true);
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timeSinceHittingPlayer = Time.realtimeSinceStartup;
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timeSinceHittingPlayer = Time.realtimeSinceStartup;
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SetCoilheadOnCooldownServerRpc(5f);
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}
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}
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}
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}
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@ -34,7 +34,7 @@ namespace ScarletMansion {
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public class Plugin : BaseUnityPlugin {
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public class Plugin : BaseUnityPlugin {
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public const string modGUID = "dev.ladyalice.scarletmansion";
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public const string modGUID = "dev.ladyalice.scarletmansion";
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private const string modName = "Scarlet Mansion";
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private const string modName = "Scarlet Mansion";
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private const string modVersion = "1.3.24";
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private const string modVersion = "1.3.25";
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public readonly Harmony harmony = new Harmony(modGUID);
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public readonly Harmony harmony = new Harmony(modGUID);
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