using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using Microsoft.CodeAnalysis;
using Photon.Pun;
using UnityEngine;
using UnityEngine.AI;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp-firstpass")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: IgnoresAccessChecksTo("Autodesk.Fbx")]
[assembly: IgnoresAccessChecksTo("Facepunch.Steamworks.Win64")]
[assembly: IgnoresAccessChecksTo("FbxBuildTestAssets")]
[assembly: IgnoresAccessChecksTo("Klattersynth")]
[assembly: IgnoresAccessChecksTo("Photon3Unity3D")]
[assembly: IgnoresAccessChecksTo("PhotonChat")]
[assembly: IgnoresAccessChecksTo("PhotonRealtime")]
[assembly: IgnoresAccessChecksTo("PhotonUnityNetworking")]
[assembly: IgnoresAccessChecksTo("PhotonUnityNetworking.Utilities")]
[assembly: IgnoresAccessChecksTo("PhotonVoice.API")]
[assembly: IgnoresAccessChecksTo("PhotonVoice")]
[assembly: IgnoresAccessChecksTo("PhotonVoice.PUN")]
[assembly: IgnoresAccessChecksTo("SingularityGroup.HotReload.Runtime")]
[assembly: IgnoresAccessChecksTo("SingularityGroup.HotReload.Runtime.Public")]
[assembly: IgnoresAccessChecksTo("Sirenix.OdinInspector.Attributes")]
[assembly: IgnoresAccessChecksTo("Sirenix.Serialization.Config")]
[assembly: IgnoresAccessChecksTo("Sirenix.Serialization")]
[assembly: IgnoresAccessChecksTo("Sirenix.Utilities")]
[assembly: IgnoresAccessChecksTo("Unity.AI.Navigation")]
[assembly: IgnoresAccessChecksTo("Unity.Formats.Fbx.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem")]
[assembly: IgnoresAccessChecksTo("Unity.InputSystem.ForUI")]
[assembly: IgnoresAccessChecksTo("Unity.Postprocessing.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.Core.ShaderLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary")]
[assembly: IgnoresAccessChecksTo("Unity.TextMeshPro")]
[assembly: IgnoresAccessChecksTo("Unity.Timeline")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Antlr3.Runtime")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Core")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.Flow")]
[assembly: IgnoresAccessChecksTo("Unity.VisualScripting.State")]
[assembly: IgnoresAccessChecksTo("UnityEngine.ARModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.NVIDIAModule")]
[assembly: IgnoresAccessChecksTo("UnityEngine.UI")]
[assembly: IgnoresAccessChecksTo("websocket-sharp")]
[assembly: AssemblyCompany("Ben")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("enemyVtec")]
[assembly: AssemblyTitle("enemyVtec")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
internal sealed class NullableAttribute : Attribute
{
public readonly byte[] NullableFlags;
public NullableAttribute(byte P_0)
{
NullableFlags = new byte[1] { P_0 };
}
public NullableAttribute(byte[] P_0)
{
NullableFlags = P_0;
}
}
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
internal sealed class NullableContextAttribute : Attribute
{
public readonly byte Flag;
public NullableContextAttribute(byte P_0)
{
Flag = P_0;
}
}
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
public class EnemyVtec : MonoBehaviour
{
public enum State
{
Spawn,
Idle,
Roam,
Investigate,
PlayerNotice,
PlayerGoTo,
PlayerPickup,
PlayerMove,
PlayerRelease,
PlayerReleaseWait,
Leave,
Stun,
StunEnd,
Despawn
}
[Space]
public State currentState;
private bool stateImpulse;
private float stateTimer;
[Space]
public Enemy enemy;
private PhotonView photonView;
[Space]
public Transform playerPickupTransform;
public AnimationCurve playerPickupCurveUp;
public AnimationCurve playerPickupCurveSide;
private float playerPickupLerpUp;
private float playerPickupLerpSide;
private Vector3 playerPickupPositionOriginal;
[Space]
public SpringQuaternion rotationSpring;
private Quaternion rotationTarget;
private Vector3 agentDestination;
private PlayerAvatar playerTarget;
private bool agentSet;
private float grabAggroTimer;
private float maxMoveTimer;
private void Awake()
{
//IL_0014: Unknown result type (might be due to invalid IL or missing references)
//IL_0019: Unknown result type (might be due to invalid IL or missing references)
photonView = ((Component)this).GetComponent<PhotonView>();
playerPickupPositionOriginal = playerPickupTransform.localPosition;
}
private void Update()
{
//IL_0061: Unknown result type (might be due to invalid IL or missing references)
//IL_0068: Invalid comparison between Unknown and I4
if (SemiFunc.IsMasterClientOrSingleplayer())
{
if (grabAggroTimer > 0f)
{
grabAggroTimer -= Time.deltaTime;
}
RotationLogic();
PlayerPickupTransformLogic();
if (enemy.IsStunned())
{
UpdateState(State.Stun);
}
if ((int)enemy.CurrentState == 11 && !enemy.IsStunned())
{
UpdateState(State.Despawn);
}
switch (currentState)
{
case State.Spawn:
StateSpawn();
break;
case State.Idle:
StateIdle();
break;
case State.Roam:
StateRoam();
break;
case State.Investigate:
StateInvestigate();
break;
case State.PlayerNotice:
StatePlayerNotice();
break;
case State.PlayerGoTo:
StatePlayerGoTo();
break;
case State.PlayerPickup:
StatePlayerPickup();
break;
case State.PlayerMove:
StatePlayerMove();
break;
case State.PlayerRelease:
StatePlayerRelease();
break;
case State.PlayerReleaseWait:
StatePlayerReleaseWait();
break;
case State.Leave:
StateLeave();
break;
case State.Stun:
StateStun();
break;
case State.StunEnd:
StateStunEnd();
break;
case State.Despawn:
StateDespawn();
break;
}
}
}
private void FixedUpdate()
{
if (SemiFunc.IsMasterClientOrSingleplayer())
{
PlayerTumbleLogic();
}
}
private void StateSpawn()
{
if (stateImpulse)
{
stateImpulse = false;
stateTimer = 1f;
}
stateTimer -= Time.deltaTime;
if (stateTimer <= 0f)
{
UpdateState(State.Idle);
}
}
private void StateIdle()
{
//IL_0043: Unknown result type (might be due to invalid IL or missing references)
if (stateImpulse)
{
stateImpulse = false;
stateTimer = Random.Range(2f, 5f);
enemy.NavMeshAgent.Warp(((Component)enemy.Rigidbody).transform.position);
enemy.NavMeshAgent.ResetPath();
}
if (!SemiFunc.EnemySpawnIdlePause())
{
stateTimer -= Time.deltaTime;
if (stateTimer <= 0f)
{
UpdateState(State.Roam);
}
if (SemiFunc.EnemyForceLeave(enemy))
{
UpdateState(State.Leave);
}
}
}
private void StateRoam()
{
//IL_0029: Unknown result type (might be due to invalid IL or missing references)
//IL_0054: Unknown result type (might be due to invalid IL or missing references)
//IL_0078: Unknown result type (might be due to invalid IL or missing references)
//IL_007d: Unknown result type (might be due to invalid IL or missing references)
//IL_0087: Unknown result type (might be due to invalid IL or missing references)
//IL_008c: Unknown result type (might be due to invalid IL or missing references)
//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
//IL_00e0: Unknown result type (might be due to invalid IL or missing references)
if (stateImpulse)
{
stateImpulse = false;
stateTimer = 5f;
bool flag = false;
LevelPoint val = SemiFunc.LevelPointGet(((Component)this).transform.position, 10f, 25f);
if (!Object.op_Implicit((Object)(object)val))
{
val = SemiFunc.LevelPointGet(((Component)this).transform.position, 0f, 999f);
}
NavMeshHit val2 = default(NavMeshHit);
if (Object.op_Implicit((Object)(object)val) && NavMesh.SamplePosition(((Component)val).transform.position + Random.insideUnitSphere * 3f, ref val2, 5f, -1) && Physics.Raycast(((NavMeshHit)(ref val2)).position, Vector3.down, 5f, LayerMask.GetMask(new string[1] { "Default" })))
{
enemy.NavMeshAgent.SetDestination(((NavMeshHit)(ref val2)).position);
flag = true;
}
if (!flag)
{
return;
}
enemy.Rigidbody.notMovingTimer = 0f;
}
else
{
SemiFunc.EnemyCartJump(enemy);
if (enemy.Rigidbody.notMovingTimer > 2f)
{
stateTimer -= Time.deltaTime;
}
if (stateTimer <= 0f || !enemy.NavMeshAgent.HasPath())
{
SemiFunc.EnemyCartJumpReset(enemy);
UpdateState(State.Idle);
}
}
if (SemiFunc.EnemyForceLeave(enemy))
{
UpdateState(State.Leave);
}
}
private void StateInvestigate()
{
//IL_0046: Unknown result type (might be due to invalid IL or missing references)
if (stateImpulse)
{
stateTimer = 5f;
enemy.Rigidbody.notMovingTimer = 0f;
stateImpulse = false;
}
else
{
enemy.NavMeshAgent.SetDestination(agentDestination);
SemiFunc.EnemyCartJump(enemy);
if (enemy.Rigidbody.notMovingTimer > 2f)
{
stateTimer -= Time.deltaTime;
}
if (stateTimer <= 0f || !enemy.NavMeshAgent.HasPath())
{
SemiFunc.EnemyCartJumpReset(enemy);
UpdateState(State.Idle);
}
}
if (SemiFunc.EnemyForceLeave(enemy))
{
UpdateState(State.Leave);
}
}
private void StatePlayerNotice()
{
//IL_0027: Unknown result type (might be due to invalid IL or missing references)
if (stateImpulse)
{
enemy.NavMeshAgent.Warp(((Component)enemy.Rigidbody).transform.position);
enemy.NavMeshAgent.ResetPath();
stateImpulse = false;
stateTimer = 2f;
}
stateTimer -= Time.deltaTime;
if (stateTimer <= 0f)
{
UpdateState(State.PlayerGoTo);
}
}
private void StatePlayerGoTo()
{
//IL_00bb: Unknown result type (might be due to invalid IL or missing references)
//IL_00cb: Unknown result type (might be due to invalid IL or missing references)
//IL_00db: Unknown result type (might be due to invalid IL or missing references)
//IL_020c: Unknown result type (might be due to invalid IL or missing references)
//IL_021c: Unknown result type (might be due to invalid IL or missing references)
//IL_0138: Unknown result type (might be due to invalid IL or missing references)
//IL_013d: Unknown result type (might be due to invalid IL or missing references)
//IL_0147: Unknown result type (might be due to invalid IL or missing references)
//IL_014c: Unknown result type (might be due to invalid IL or missing references)
//IL_015c: Unknown result type (might be due to invalid IL or missing references)
//IL_01c9: Unknown result type (might be due to invalid IL or missing references)
//IL_0192: Unknown result type (might be due to invalid IL or missing references)
//IL_01a2: Unknown result type (might be due to invalid IL or missing references)
//IL_01a7: Unknown result type (might be due to invalid IL or missing references)
if (stateImpulse)
{
stateImpulse = false;
stateTimer = 2f;
agentSet = true;
}
stateTimer -= Time.deltaTime;
if (!Object.op_Implicit((Object)(object)playerTarget) || playerTarget.isDisabled || stateTimer <= 0f)
{
UpdateState(State.Leave);
return;
}
SemiFunc.EnemyCartJump(enemy);
if (enemy.Jump.jumping)
{
enemy.NavMeshAgent.Disable(0.5f);
((Component)this).transform.position = Vector3.MoveTowards(((Component)this).transform.position, ((Component)playerTarget).transform.position, 5f * Time.deltaTime);
agentSet = true;
}
else if (!enemy.NavMeshAgent.IsDisabled())
{
if (!agentSet && enemy.NavMeshAgent.HasPath() && Vector3.Distance(((Component)enemy.Rigidbody).transform.position + Vector3.down * 0.75f, enemy.NavMeshAgent.GetDestination()) < 0.25f)
{
enemy.Jump.StuckTrigger(((Component)enemy.Rigidbody).transform.position - ((Component)playerTarget).transform.position);
}
enemy.NavMeshAgent.SetDestination(((Component)playerTarget).transform.position);
enemy.NavMeshAgent.OverrideAgent(5f, 10f, 0.25f);
agentSet = false;
}
if (Vector3.Distance(((Component)enemy.Rigidbody).transform.position, ((Component)playerTarget).transform.position) < 1.5f)
{
SemiFunc.EnemyCartJumpReset(enemy);
UpdateState(State.PlayerPickup);
}
}
private void StatePlayerPickup()
{
if (stateImpulse)
{
stateImpulse = false;
stateTimer = 1f;
}
if (!Object.op_Implicit((Object)(object)playerTarget) || playerTarget.isDisabled)
{
UpdateState(State.Leave);
return;
}
stateTimer -= Time.deltaTime;
if (stateTimer <= 0f)
{
UpdateState(State.PlayerMove);
}
}
private void StatePlayerMove()
{
//IL_002d: Unknown result type (might be due to invalid IL or missing references)
//IL_0059: Unknown result type (might be due to invalid IL or missing references)
//IL_0078: Unknown result type (might be due to invalid IL or missing references)
//IL_007d: Unknown result type (might be due to invalid IL or missing references)
//IL_0087: Unknown result type (might be due to invalid IL or missing references)
//IL_008c: Unknown result type (might be due to invalid IL or missing references)
//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
//IL_017b: Unknown result type (might be due to invalid IL or missing references)
//IL_00d6: Unknown result type (might be due to invalid IL or missing references)
//IL_00db: Unknown result type (might be due to invalid IL or missing references)
//IL_01f0: Unknown result type (might be due to invalid IL or missing references)
//IL_01f6: Unknown result type (might be due to invalid IL or missing references)
//IL_0217: Unknown result type (might be due to invalid IL or missing references)
//IL_0227: Unknown result type (might be due to invalid IL or missing references)
if (stateImpulse)
{
stateTimer = 5f;
maxMoveTimer = 15f;
bool flag = false;
LevelPoint val = SemiFunc.LevelPointGetPlayerDistance(((Component)this).transform.position, 50f, 999f, false);
if (!Object.op_Implicit((Object)(object)val))
{
val = SemiFunc.LevelPointGetFurthestFromPlayer(((Component)this).transform.position, 5f);
}
NavMeshHit val2 = default(NavMeshHit);
if (Object.op_Implicit((Object)(object)val) && NavMesh.SamplePosition(((Component)val).transform.position + Random.insideUnitSphere * 3f, ref val2, 5f, -1) && Physics.Raycast(((NavMeshHit)(ref val2)).position, Vector3.down, 5f, LayerMask.GetMask(new string[1] { "Default" })))
{
agentDestination = ((NavMeshHit)(ref val2)).position;
flag = true;
}
if (!flag)
{
stateTimer = 0f;
}
stateImpulse = false;
}
if (enemy.Rigidbody.notMovingTimer > 2f)
{
stateTimer -= Time.deltaTime;
}
if (!Object.op_Implicit((Object)(object)playerTarget) || playerTarget.isDisabled)
{
UpdateState(State.Leave);
return;
}
SemiFunc.EnemyCartJump(enemy);
enemy.NavMeshAgent.SetDestination(agentDestination);
enemy.NavMeshAgent.OverrideAgent(5f, 10f, 0.25f);
enemy.Jump.GapJumpOverride(0.1f, 20f, 20f);
maxMoveTimer -= Time.deltaTime;
if (!enemy.NavMeshAgent.HasPath() || Vector3.Distance(((Component)this).transform.position, agentDestination) < 1f || Vector3.Distance(((Component)enemy.Rigidbody).transform.position, ((Component)playerTarget).transform.position) > 5f || stateTimer <= 0f || maxMoveTimer <= 0f)
{
SemiFunc.EnemyCartJumpReset(enemy);
UpdateState(State.PlayerRelease);
}
}
private void StatePlayerRelease()
{
//IL_007a: Unknown result type (might be due to invalid IL or missing references)
//IL_008a: Unknown result type (might be due to invalid IL or missing references)
if (stateImpulse)
{
stateImpulse = false;
stateTimer = 2f;
}
stateTimer -= Time.deltaTime;
if (!Object.op_Implicit((Object)(object)playerTarget) || playerTarget.isDisabled)
{
UpdateState(State.Leave);
}
else if (stateTimer <= 0f || Vector3.Distance(((Component)enemy.Rigidbody).transform.position, ((Component)playerTarget).transform.position) > 5f)
{
UpdateState(State.PlayerReleaseWait);
}
}
private void StatePlayerReleaseWait()
{
if (stateImpulse)
{
stateImpulse = false;
stateTimer = 2f;
}
stateTimer -= Time.deltaTime;
if (stateTimer <= 0f)
{
UpdateState(State.Leave);
}
}
private void StateLeave()
{
//IL_0029: Unknown result type (might be due to invalid IL or missing references)
//IL_012d: Unknown result type (might be due to invalid IL or missing references)
//IL_016a: Unknown result type (might be due to invalid IL or missing references)
//IL_0170: Unknown result type (might be due to invalid IL or missing references)
//IL_0055: Unknown result type (might be due to invalid IL or missing references)
//IL_0074: Unknown result type (might be due to invalid IL or missing references)
//IL_0079: Unknown result type (might be due to invalid IL or missing references)
//IL_0083: Unknown result type (might be due to invalid IL or missing references)
//IL_0088: Unknown result type (might be due to invalid IL or missing references)
//IL_009e: Unknown result type (might be due to invalid IL or missing references)
//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
//IL_00d2: Unknown result type (might be due to invalid IL or missing references)
//IL_00d7: Unknown result type (might be due to invalid IL or missing references)
if (stateImpulse)
{
stateImpulse = false;
stateTimer = 5f;
bool flag = false;
LevelPoint val = SemiFunc.LevelPointGetPlayerDistance(((Component)this).transform.position, 30f, 50f, false);
if (!Object.op_Implicit((Object)(object)val))
{
val = SemiFunc.LevelPointGetFurthestFromPlayer(((Component)this).transform.position, 5f);
}
NavMeshHit val2 = default(NavMeshHit);
if (Object.op_Implicit((Object)(object)val) && NavMesh.SamplePosition(((Component)val).transform.position + Random.insideUnitSphere * 3f, ref val2, 5f, -1) && Physics.Raycast(((NavMeshHit)(ref val2)).position, Vector3.down, 5f, LayerMask.GetMask(new string[1] { "Default" })))
{
agentDestination = ((NavMeshHit)(ref val2)).position;
flag = true;
}
if (!flag)
{
return;
}
}
if (enemy.Rigidbody.notMovingTimer > 2f)
{
stateTimer -= Time.deltaTime;
}
enemy.NavMeshAgent.SetDestination(agentDestination);
enemy.NavMeshAgent.OverrideAgent(5f, 10f, 0.25f);
SemiFunc.EnemyCartJump(enemy);
if (Vector3.Distance(((Component)this).transform.position, agentDestination) < 1f || stateTimer <= 0f)
{
SemiFunc.EnemyCartJumpReset(enemy);
UpdateState(State.Idle);
}
}
private void StateStun()
{
if (!enemy.IsStunned())
{
UpdateState(State.StunEnd);
}
}
private void StateStunEnd()
{
if (stateImpulse)
{
stateImpulse = false;
stateTimer = 1f;
}
stateTimer -= Time.deltaTime;
if (stateTimer <= 0f)
{
UpdateState(State.Idle);
}
}
private void StateDespawn()
{
if (stateImpulse)
{
stateImpulse = false;
enemy.EnemyParent.Despawn();
UpdateState(State.Spawn);
}
}
public void OnSpawn()
{
if (SemiFunc.IsMasterClientOrSingleplayer() && SemiFunc.EnemySpawn(enemy))
{
UpdateState(State.Spawn);
}
}
public void OnHurt()
{
}
public void OnDeath()
{
if (SemiFunc.IsMasterClientOrSingleplayer())
{
enemy.EnemyParent.Despawn();
}
}
public void OnInvestigate()
{
//IL_003a: Unknown result type (might be due to invalid IL or missing references)
//IL_003f: Unknown result type (might be due to invalid IL or missing references)
if (SemiFunc.IsMasterClientOrSingleplayer() && (currentState == State.Idle || currentState == State.Roam || currentState == State.Investigate))
{
agentDestination = enemy.StateInvestigate.onInvestigateTriggeredPosition;
UpdateState(State.Investigate);
}
}
public void OnVision()
{
if (!SemiFunc.IsMasterClientOrSingleplayer())
{
return;
}
if (currentState == State.Idle || currentState == State.Roam || currentState == State.Investigate)
{
playerTarget = enemy.Vision.onVisionTriggeredPlayer;
if (SemiFunc.IsMultiplayer())
{
photonView.RPC("UpdatePlayerTargetRPC", (RpcTarget)0, new object[1] { playerTarget.photonView.ViewID });
}
UpdateState(State.PlayerNotice);
}
else if (currentState == State.PlayerGoTo)
{
stateTimer = 2f;
}
}
public void OnGrabbed()
{
if (SemiFunc.IsMasterClientOrSingleplayer() && !(grabAggroTimer > 0f) && currentState == State.Leave)
{
grabAggroTimer = 60f;
playerTarget = enemy.Rigidbody.onGrabbedPlayerAvatar;
if (SemiFunc.IsMultiplayer())
{
photonView.RPC("UpdatePlayerTargetRPC", (RpcTarget)0, new object[1] { playerTarget.photonView.ViewID });
}
UpdateState(State.PlayerNotice);
}
}
private void UpdateState(State _state)
{
if (currentState != _state)
{
enemy.Rigidbody.StuckReset();
currentState = _state;
stateImpulse = true;
stateTimer = 0f;
if (GameManager.Multiplayer())
{
photonView.RPC("UpdateStateRPC", (RpcTarget)0, new object[1] { currentState });
}
else
{
UpdateStateRPC(currentState);
}
}
}
private void RotationLogic()
{
//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
//IL_00b9: Unknown result type (might be due to invalid IL or missing references)
//IL_0029: Unknown result type (might be due to invalid IL or missing references)
//IL_0034: Unknown result type (might be due to invalid IL or missing references)
//IL_0126: Unknown result type (might be due to invalid IL or missing references)
//IL_0130: Unknown result type (might be due to invalid IL or missing references)
//IL_00de: Unknown result type (might be due to invalid IL or missing references)
//IL_00e3: Unknown result type (might be due to invalid IL or missing references)
//IL_00e8: Unknown result type (might be due to invalid IL or missing references)
//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
//IL_010d: Unknown result type (might be due to invalid IL or missing references)
//IL_0056: Unknown result type (might be due to invalid IL or missing references)
//IL_0061: Unknown result type (might be due to invalid IL or missing references)
//IL_0066: Unknown result type (might be due to invalid IL or missing references)
//IL_006b: Unknown result type (might be due to invalid IL or missing references)
//IL_0070: Unknown result type (might be due to invalid IL or missing references)
//IL_0086: Unknown result type (might be due to invalid IL or missing references)
//IL_0095: Unknown result type (might be due to invalid IL or missing references)
if (currentState == State.PlayerNotice || currentState == State.PlayerGoTo)
{
if (Vector3.Distance(((Component)playerTarget).transform.position, ((Component)this).transform.position) > 0.1f)
{
rotationTarget = Quaternion.LookRotation(((Component)playerTarget).transform.position - ((Component)this).transform.position);
((Quaternion)(ref rotationTarget)).eulerAngles = new Vector3(0f, ((Quaternion)(ref rotationTarget)).eulerAngles.y, 0f);
}
}
else
{
Vector3 normalized = ((Vector3)(ref enemy.NavMeshAgent.AgentVelocity)).normalized;
if (((Vector3)(ref normalized)).magnitude > 0.1f)
{
rotationTarget = Quaternion.LookRotation(((Vector3)(ref enemy.NavMeshAgent.AgentVelocity)).normalized);
((Quaternion)(ref rotationTarget)).eulerAngles = new Vector3(0f, ((Quaternion)(ref rotationTarget)).eulerAngles.y, 0f);
}
}
((Component)this).transform.rotation = SemiFunc.SpringQuaternionGet(rotationSpring, rotationTarget, -1f);
}
private void PlayerTumbleLogic()
{
//IL_0173: Unknown result type (might be due to invalid IL or missing references)
//IL_017e: Unknown result type (might be due to invalid IL or missing references)
//IL_0193: Unknown result type (might be due to invalid IL or missing references)
//IL_019f: Unknown result type (might be due to invalid IL or missing references)
//IL_01a4: Unknown result type (might be due to invalid IL or missing references)
//IL_01b5: Unknown result type (might be due to invalid IL or missing references)
//IL_01c3: Unknown result type (might be due to invalid IL or missing references)
//IL_01e5: Unknown result type (might be due to invalid IL or missing references)
//IL_0201: Unknown result type (might be due to invalid IL or missing references)
//IL_0206: Unknown result type (might be due to invalid IL or missing references)
//IL_0217: Unknown result type (might be due to invalid IL or missing references)
//IL_0225: Unknown result type (might be due to invalid IL or missing references)
if ((currentState == State.PlayerPickup || currentState == State.PlayerMove || currentState == State.PlayerRelease) && Object.op_Implicit((Object)(object)playerTarget) && !playerTarget.isDisabled)
{
if (!playerTarget.tumble.isTumbling)
{
playerTarget.tumble.TumbleRequest(true, false);
}
playerTarget.tumble.TumbleOverrideTime(3f);
playerTarget.FallDamageResetSet(0.1f);
playerTarget.tumble.physGrabObject.OverrideMass(1f, 0.1f);
playerTarget.tumble.physGrabObject.OverrideAngularDrag(2f, 0.1f);
playerTarget.tumble.physGrabObject.OverrideDrag(1f, 0.1f);
playerTarget.tumble.OverrideEnemyHurt(0.1f);
float num = 1f;
if (playerTarget.tumble.physGrabObject.playerGrabbing.Count > 0)
{
num = 0.5f;
}
else if (currentState == State.PlayerRelease || currentState == State.PlayerPickup)
{
num = 0.75f;
}
Vector3 val = SemiFunc.PhysFollowPosition(((Component)playerTarget.tumble).transform.position, playerPickupTransform.position, playerTarget.tumble.rb.velocity, 10f * num);
playerTarget.tumble.rb.AddForce(val * (10f * Time.fixedDeltaTime * num), (ForceMode)1);
Vector3 val2 = SemiFunc.PhysFollowRotation(((Component)playerTarget.tumble).transform, playerPickupTransform.rotation, playerTarget.tumble.rb, 0.2f * num);
playerTarget.tumble.rb.AddTorque(val2 * (1f * Time.fixedDeltaTime * num), (ForceMode)1);
}
}
private void PlayerPickupTransformLogic()
{
//IL_01a8: Unknown result type (might be due to invalid IL or missing references)
//IL_01ae: Unknown result type (might be due to invalid IL or missing references)
//IL_01be: Unknown result type (might be due to invalid IL or missing references)
//IL_004c: Unknown result type (might be due to invalid IL or missing references)
//IL_0051: Unknown result type (might be due to invalid IL or missing references)
//IL_0131: Unknown result type (might be due to invalid IL or missing references)
//IL_0167: Unknown result type (might be due to invalid IL or missing references)
//IL_0177: Unknown result type (might be due to invalid IL or missing references)
if (currentState == State.PlayerMove || currentState == State.PlayerPickup || currentState == State.PlayerRelease)
{
float magnitude = ((Vector3)(ref enemy.Rigidbody.velocity)).magnitude;
Vector3 angularVelocity = enemy.Rigidbody.rb.angularVelocity;
float num = (magnitude + ((Vector3)(ref angularVelocity)).magnitude) * 0.5f;
num = Mathf.Clamp(num, 0f, 1f);
float num2 = playerPickupCurveUp.Evaluate(playerPickupLerpUp) - 0.5f;
float num3 = playerPickupCurveSide.Evaluate(playerPickupLerpSide) - 0.5f;
playerPickupLerpUp += 2f * Time.deltaTime * num;
if (playerPickupLerpUp > 1f)
{
playerPickupLerpUp -= 1f;
}
playerPickupLerpSide += 1f * Time.deltaTime * num;
if (playerPickupLerpSide > 1f)
{
playerPickupLerpSide -= 1f;
}
playerPickupTransform.localPosition = Vector3.Lerp(playerPickupTransform.localPosition, new Vector3(playerPickupPositionOriginal.x + num3 * 0.2f, playerPickupPositionOriginal.y + num2 * 0.2f, playerPickupPositionOriginal.z), 50f * Time.deltaTime);
}
else
{
playerPickupLerpSide = 0f;
playerPickupLerpUp = 0f;
playerPickupTransform.localPosition = Vector3.Lerp(playerPickupTransform.localPosition, playerPickupPositionOriginal, 10f * Time.deltaTime);
}
}
[PunRPC]
private void UpdateStateRPC(State _state)
{
currentState = _state;
}
[PunRPC]
private void UpdatePlayerTargetRPC(int _photonViewID)
{
foreach (PlayerAvatar item in SemiFunc.PlayerGetList())
{
if (item.photonView.ViewID == _photonViewID)
{
playerTarget = item;
break;
}
}
}
}