87 lines
5.4 KiB
C#
87 lines
5.4 KiB
C#
using tMx.Content.Items;
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using Terraria;
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using Terraria.ID;
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using Terraria.ModLoader;
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using System;
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using Terraria.Audio;
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using Microsoft.Xna.Framework;
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namespace tMx.Content.Projectiles
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{
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// This file showcases the concept of piercing.
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// The code of the item that spawns it is located at the bottom.
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// NPC.immune determines if an npc can be hit by a item or projectile owned by a particular player (it is an array, each slot corresponds to different players (whoAmI))
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// NPC.immune is decremented towards 0 every update
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// Melee items set NPC.immune to player.itemAnimation, which starts at item.useAnimation and decrements towards 0
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// Projectiles, however, provide mechanisms for custom immunity.
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// 1. penetrate == 1: A projectile with penetrate set to 1 in SetDefaults will hit regardless of the NPC's immunity counters (The penetrate from SetDefaults is remembered in maxPenetrate)
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// Ex: Wooden Arrow.
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// 2. No code and penetrate > 1, penetrate == -1, or (appliesImmunityTimeOnSingleHits && penetrate == 1): npc.immune[owner] will be set to 10.
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// The NPC will be hit if not immune and will become immune to all damage for 10 ticks
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// Ex: Unholy Arrow
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// 3. Override OnHitNPC: If not immune, when it hits it manually set an immune other than 10
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// Ex: Arkhalis: Sets it to 5
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// Ex: Sharknado Minion: Sets to 20
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// Video: https://media-1.discordapp.net/attachments/242228770855976960/1150275205017636995/Projectile_Immunity_Sharknado_Arkhalis_Example.mp4 Notice how Sharknado minion hits prevent Arkhalis hits for a brief moment.
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// 4. Projectile.usesIDStaticNPCImmunity and Projectile.idStaticNPCHitCooldown: Specifies that a type of projectile has a shared immunity timer for each npc.
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// Use this if you want other projectiles a chance to damage, but don't want the same projectile type to hit an npc rapidly.
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// Ex: Ghastly Glaive is the only one who uses this.
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// 5. Projectile.usesLocalNPCImmunity and Projectile.localNPCHitCooldown: Specifies the projectile manages it's own immunity timers for each npc
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// Use this if you want the multiple projectiles of the same type to have a chance to attack rapidly, but don't want a single projectile to hit rapidly. A -1 value prevents the same projectile from ever hitting the npc again.
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// Ex: Lightning Aura sentries use this. (localNPCHitCooldown = 3, but other code controls how fast the projectile itself hits)
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// Overlapping Auras all have a chance to hit after each other even though they share the same ID.
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// Try the above by uncommenting out the respective bits of code in the projectile below.
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// This is a simple item that is based on the FlintlockPistol and shoots ExamplePiercingProjectile to showcase it.
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internal class MeteorHammerProjectile : ModProjectile
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{
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public override void SetDefaults()
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{
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Projectile.width = 8; // The width of projectile hitbox
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Projectile.height = 8; // The height of projectile hitbox
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Projectile.aiStyle = 1; // The ai style of the projectile, please reference the source code of Terraria
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Projectile.friendly = true; // Can the projectile deal damage to enemies?
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Projectile.hostile = false; // Can the projectile deal damage to the player?
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Projectile.DamageType = DamageClass.Melee; // Is the projectile shoot by a ranged weapon?
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Projectile.penetrate = 0; // How many monsters the projectile can penetrate. (OnTileCollide below also decrements penetrate for bounces as well)
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Projectile.timeLeft = 60; // The live time for the projectile (60 = 1 second, so 600 is 10 seconds)
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Projectile.alpha = 5; // The transparency of the projectile, 255 for completely transparent. (aiStyle 1 quickly fades the projectile in) Make sure to delete this if you aren't using an aiStyle that fades in. You'll wonder why your projectile is invisible.
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Projectile.light = 10.0f; // How much light emit around the projectile
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Projectile.ignoreWater = true; // Does the projectile's speed be influenced by water?
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Projectile.tileCollide = true; // Can the projectile collide with tiles?
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Projectile.extraUpdates = 1; // Set to above 0 if you want the projectile to update multiple time in a frame
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}
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public override bool OnTileCollide(Vector2 oldVelocity)
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{
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// If collide with tile, reduce the penetrate.
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// So the projectile can reflect at most 5 times
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Projectile.penetrate--;
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if (Projectile.penetrate <= 0)
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{
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Projectile.Kill();
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}
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else
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{
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Collision.HitTiles(Projectile.position, Projectile.velocity, Projectile.width, Projectile.height);
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SoundEngine.PlaySound(SoundID.Item10, Projectile.position);
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// If the projectile hits the left or right side of the tile, reverse the X velocity
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if (Math.Abs(Projectile.velocity.X - oldVelocity.X) > float.Epsilon)
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{
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Projectile.velocity.X = -oldVelocity.X;
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}
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// If the projectile hits the top or bottom side of the tile, reverse the Y velocity
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if (Math.Abs(Projectile.velocity.Y - oldVelocity.Y) > float.Epsilon)
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{
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Projectile.velocity.Y = -oldVelocity.Y;
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}
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}
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return false;
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}
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}
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}
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