63 lines
2.6 KiB
C#
63 lines
2.6 KiB
C#
using System.Collections.Generic;
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using Cielonos.MainGame.Characters;
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using SLSUtilities.FunctionalAnimation;
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using UnityEngine;
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namespace Cielonos.MainGame.Inventory.Collections
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{
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public partial class FutureWand
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{
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private void FAPF_GenerateLightning(RuntimeFuncAnim rtFuncAnim)
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{
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CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
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List<Enemy> targets = CombatManager.EnemySm.GetEnemiesInRadius(player.transform.position, 25f);
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foreach (Enemy target in targets)
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{
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GenerateLightning(p.str0, attackData[p.str1], target);
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}
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}
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private void FAPF_GenerateBoltOnWand(RuntimeFuncAnim rtFuncAnim)
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{
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CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
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GenerateProjectile(p.str0, attackData[p.str1], currentTarget, p.float0);
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}
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private void FAPF_GenerateBoltOnHand(RuntimeFuncAnim rtFuncAnim)
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{
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CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
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GenerateProjectile(p.str0, attackData[p.str1], currentTarget, p.float0, true, player.bodyPartsSc.leftHand);
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}
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private void FAPF_GenerateUltimateBeam(RuntimeFuncAnim rtFuncAnim)
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{
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CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
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GenerateUltimateBeam(p.str0, attackData[p.str1]);
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}
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private void FAPF_GenerateGroundArea(RuntimeFuncAnim rtFuncAnim)
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{
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CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
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GenerateGroundArea(p.str0, attackData[p.str1]);
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}
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private void FAPF_GenerateSpinArea(RuntimeFuncAnim rtFuncAnim)
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{
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CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
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GenerateSpinArea(p.str0, attackData[p.str1]);
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}
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private void FAPF_GenerateMultipleBolts(RuntimeFuncAnim rtFuncAnim)
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{
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CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
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List<Enemy> targets = CombatManager.EnemySm.GetEnemiesInRadius(player.transform.position, 25f);
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if (targets.Count > 0) vfxData.SpawnMuzzleVFX(p.str0, player, Muzzle);
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foreach (Enemy target in targets)
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{
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GenerateProjectile(p.str0, attackData[p.str1], target, p.float0, false);
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}
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}
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}
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}
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