r2mods/ilspy_dump/ror2_csproj/EntityStates.FalseSon/LaserFatherCharged.cs

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2024-10-04 07:26:37 +00:00
using System;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.FalseSon;
public class LaserFatherCharged : BaseState
{
[SerializeField]
public GameObject effectPrefab;
[SerializeField]
public GameObject hitEffectPrefab;
[SerializeField]
public GameObject laserPrefab;
public static string playAttackSoundString;
public static string playLoopSoundString;
public static string stopLoopSoundString;
public static float damageCoefficient;
public static float force;
public static float minSpread;
public static float maxSpread;
public static int bulletCount;
public static float fireFrequency;
public static float maxDistance;
public static float minimumDuration;
public static float maximumDuration;
public static float lockOnAngle;
public static float procCoefficientPerTick;
private HurtBox lockedOnHurtBox;
private float fireStopwatch;
private float stopwatch;
private float refillSecondaryStopwatch;
private float maxSecondaryStock;
private float secondaryStock;
private Ray aimRay;
private Transform modelTransform;
private GameObject laserEffect;
private ChildLocator laserChildLocator;
private Transform laserEffectEnd;
public float charge;
protected Transform muzzleTransform;
private float bonusDuration;
protected CameraTargetParams.AimRequest aimRequest;
public static int abilityAimType;
private float duration;
public float walkSpeedCoefficient = 1f;
private int lunarSpikeCount;
public static event Action<float> laserTracking;
public override void OnEnter()
{
base.OnEnter();
duration = maximumDuration;
aimRequest = base.cameraTargetParams.RequestAimType((CameraTargetParams.AimType)abilityAimType);
base.characterMotor.walkSpeedPenaltyCoefficient = walkSpeedCoefficient;
FalseSonController component = GetComponent<FalseSonController>();
if ((bool)component)
{
lunarSpikeCount = component.GetTotalSpikeCount();
}
else
{
lunarSpikeCount = 0;
}
Util.PlaySound("Play_falseson_skill4_laser_start", base.gameObject);
PlayCrossfade("Gesture, Head, Override", "FireLaserLoop", 0.25f);
PlayCrossfade("Gesture, Head, Additive", "FireLaserLoop", 0.25f);
aimRay = GetAimRay();
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref aimRay, maxDistance, base.gameObject);
modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
ChildLocator component2 = modelTransform.GetComponent<ChildLocator>();
if ((bool)component2)
{
muzzleTransform = component2.FindChild("MuzzleLaser");
if ((bool)muzzleTransform && (bool)laserPrefab)
{
laserEffect = UnityEngine.Object.Instantiate(laserPrefab, muzzleTransform.position, muzzleTransform.rotation);
laserEffect.transform.parent = muzzleTransform;
laserChildLocator = laserEffect.GetComponent<ChildLocator>();
laserEffectEnd = laserChildLocator.FindChild("LaserEnd");
}
}
}
bonusDuration = 0f;
for (int i = 1; i <= lunarSpikeCount; i++)
{
bonusDuration += 1f / (0.5f * (float)i + 1f);
}
if (bonusDuration < 0f)
{
bonusDuration = 0f;
}
duration += bonusDuration;
base.characterBody.SetAimTimer(duration);
float num = base.characterBody.attackSpeed - base.characterBody.baseAttackSpeed;
fireFrequency += num * 0.3f;
maxSecondaryStock = base.skillLocator.GetSkill(SkillSlot.Secondary).maxStock;
secondaryStock = base.skillLocator.GetSkill(SkillSlot.Secondary).maxStock;
LaserFatherCharged.laserTracking?.Invoke(duration);
}
public override void OnExit()
{
aimRequest?.Dispose();
if ((bool)laserEffect)
{
LaserFatherCharged.laserTracking?.Invoke(0f);
EntityState.Destroy(laserEffect);
}
base.characterMotor.walkSpeedPenaltyCoefficient = 1f;
base.characterBody.SetAimTimer(2f);
Util.PlaySound("Stop_falseson_skill4_laser_loop", base.gameObject);
Util.PlaySound("Stop_falseson_skill4_laser_charge_loop", base.gameObject);
Util.PlaySound("Play_falseson_skill4_laser_end", base.gameObject);
PlayAnimation("Gesture, Head, Override", "FireLaserLoopEnd");
PlayAnimation("Gesture, Head, Additive", "FireLaserLoopEnd");
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
float deltaTime = GetDeltaTime();
fireStopwatch += deltaTime;
stopwatch += deltaTime;
refillSecondaryStopwatch += deltaTime;
if (refillSecondaryStopwatch > 1f)
{
maxSecondaryStock = base.skillLocator.GetSkill(SkillSlot.Secondary).maxStock;
secondaryStock = base.skillLocator.GetSkill(SkillSlot.Secondary).stock;
if (secondaryStock < maxSecondaryStock)
{
base.skillLocator.GetSkill(SkillSlot.Secondary).stock++;
refillSecondaryStopwatch = 0f;
}
}
aimRay = GetAimRay();
Vector3 vector = aimRay.origin;
if ((bool)muzzleTransform)
{
vector = muzzleTransform.position;
}
Vector3 vector2;
if ((bool)lockedOnHurtBox)
{
vector2 = lockedOnHurtBox.transform.position;
}
else
{
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref aimRay, maxDistance, base.gameObject);
vector2 = ((!Util.CharacterRaycast(base.gameObject, aimRay, out var hitInfo, maxDistance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore)) ? aimRay.GetPoint(maxDistance) : hitInfo.point);
}
Ray ray = new Ray(vector, vector2 - vector);
bool flag = false;
if ((bool)laserEffect && (bool)laserChildLocator)
{
if (Util.CharacterRaycast(base.gameObject, ray, out var hitInfo2, (vector2 - vector).magnitude, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.UseGlobal))
{
vector2 = hitInfo2.point;
if (Util.CharacterRaycast(base.gameObject, new Ray(vector2 - ray.direction * 0.1f, -ray.direction), out var _, hitInfo2.distance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.UseGlobal))
{
vector2 = ray.GetPoint(0.1f);
flag = true;
}
}
laserEffect.transform.rotation = Util.QuaternionSafeLookRotation(vector2 - vector);
laserEffectEnd.transform.position = vector2;
}
if (fireStopwatch > 1f / fireFrequency)
{
string targetMuzzle = "MuzzleLaser";
if (!flag)
{
FireBullet(modelTransform, ray, targetMuzzle, (vector2 - ray.origin).magnitude + 0.1f);
}
fireStopwatch -= 1f / fireFrequency;
}
if (base.isAuthority && stopwatch > duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
private void FireBullet(Transform modelTransform, Ray aimRay, string targetMuzzle, float maxDistance)
{
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
if (base.isAuthority)
{
if (charge > 0.85f)
{
charge = 1f;
}
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = minSpread;
bulletAttack.maxSpread = maxSpread;
bulletAttack.bulletCount = 1u;
bulletAttack.damage = damageCoefficient * damageStat * charge;
bulletAttack.force = force;
bulletAttack.muzzleName = targetMuzzle;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.procCoefficient = procCoefficientPerTick;
bulletAttack.HitEffectNormal = false;
bulletAttack.radius = 1f;
bulletAttack.maxDistance = maxDistance;
bulletAttack.Fire();
}
}
public override void OnSerialize(NetworkWriter writer)
{
base.OnSerialize(writer);
writer.Write(HurtBoxReference.FromHurtBox(lockedOnHurtBox));
writer.Write(stopwatch);
}
public override void OnDeserialize(NetworkReader reader)
{
base.OnDeserialize(reader);
HurtBoxReference hurtBoxReference = reader.ReadHurtBoxReference();
stopwatch = reader.ReadSingle();
lockedOnHurtBox = hurtBoxReference.ResolveGameObject()?.GetComponent<HurtBox>();
}
}