using System; using Unity.Netcode; using UnityEngine; public abstract class Anomaly : NetworkBehaviour { public AnomalyType anomalyType; public float initialInstability = 10f; public float difficultyMultiplier; public float normalizedHealth; public NetworkObject thisNetworkObject; public float maxHealth; [HideInInspector] public float health; [HideInInspector] public float removingHealth; [HideInInspector] public float usedInstability; public RoundManager roundManager; [Header("Misc properties")] public bool raycastToSurface; private bool addingInstability; public virtual void Start() { roundManager = UnityEngine.Object.FindObjectOfType(includeInactive: false); thisNetworkObject = base.gameObject.GetComponent(); addingInstability = true; if (!roundManager.hasInitializedLevelRandomSeed) { roundManager.AnomalyValuesRandom = new System.Random(); } float num = (float)roundManager.AnomalyValuesRandom.NextDouble(); Debug.Log($"the random number is {num}"); Debug.Log($"the anomaly capture base difficulty {anomalyType.captureDifficulty}"); difficultyMultiplier = anomalyType.captureDifficulty * anomalyType.difficultyVariance.Evaluate(num); maxHealth = anomalyType.anomalyMaxHealth; health = maxHealth; } public virtual void AnomalyDespawn(bool removedByPatcher = false) { if (!base.IsServer) { DespawnAnomalyServerRpc(); return; } addingInstability = false; base.gameObject.GetComponent().Despawn(); roundManager.SpawnedAnomalies.Remove(this); roundManager.SpawnedAnomalies.TrimExcess(); } [ServerRpc(RequireOwnership = false)] public void DespawnAnomalyServerRpc() { NetworkManager networkManager = base.NetworkManager; if ((object)networkManager != null && networkManager.IsListening) { if (__rpc_exec_stage != __RpcExecStage.Server && (networkManager.IsClient || networkManager.IsHost)) { ServerRpcParams serverRpcParams = default(ServerRpcParams); FastBufferWriter bufferWriter = __beginSendServerRpc(3450772816u, serverRpcParams, RpcDelivery.Reliable); __endSendServerRpc(ref bufferWriter, 3450772816u, serverRpcParams, RpcDelivery.Reliable); } if (__rpc_exec_stage == __RpcExecStage.Server && (networkManager.IsServer || networkManager.IsHost) && base.gameObject.GetComponent().IsSpawned) { AnomalyDespawn(); } } } public virtual void Update() { if (removingHealth > 0f) { health -= removingHealth * Time.deltaTime; if (base.IsServer && health <= 0f) { AnomalyDespawn(removedByPatcher: true); } } else { health = Mathf.Clamp(health += Time.deltaTime * 1.5f, anomalyType.anomalyMaxHealth / 3f, anomalyType.anomalyMaxHealth); if (base.IsServer && addingInstability) { if (usedInstability <= initialInstability) { usedInstability += Time.deltaTime; } else { usedInstability += Time.deltaTime / 3f; } } } normalizedHealth = Mathf.Abs(anomalyType.anomalyMaxHealth / health - 1f); } protected override void __initializeVariables() { base.__initializeVariables(); } [RuntimeInitializeOnLoadMethod] internal static void InitializeRPCS_Anomaly() { NetworkManager.__rpc_func_table.Add(3450772816u, __rpc_handler_3450772816); } private static void __rpc_handler_3450772816(NetworkBehaviour target, FastBufferReader reader, __RpcParams rpcParams) { NetworkManager networkManager = target.NetworkManager; if ((object)networkManager != null && networkManager.IsListening) { target.__rpc_exec_stage = __RpcExecStage.Server; ((Anomaly)target).DespawnAnomalyServerRpc(); target.__rpc_exec_stage = __RpcExecStage.None; } } protected internal override string __getTypeName() { return "Anomaly"; } }