r2mods/ilspy_dump/ror2_csproj/EntityStates.FalseSonBoss/LunarGazeCharge.cs

178 lines
4.4 KiB
C#
Raw Permalink Normal View History

2024-10-04 07:26:37 +00:00
using System.Linq;
using RoR2;
using UnityEngine;
namespace EntityStates.FalseSonBoss;
public class LunarGazeCharge : BaseState
{
public static float baseDuration = 3f;
public static float laserMaxWidth = 0.2f;
[SerializeField]
public GameObject effectPrefab;
[SerializeField]
public GameObject laserPrefab;
public static string chargeAttackSoundString;
public static float lockOnAngle;
private HurtBox lockedOnHurtBox;
public float duration;
private GameObject chargeEffect;
private GameObject laserEffect;
private LineRenderer laserLineComponent;
private Vector3 visualEndPosition;
private float flashTimer;
private bool laserOn;
private BullseyeSearch enemyFinder;
private const float originalSoundDuration = 2.1f;
protected EntityState fireState;
public override void OnEnter()
{
base.OnEnter();
fireState = new LunarGazeFire();
duration = baseDuration / attackSpeedStat;
PlayAnimation("Gesture, Additive", "LaserBlastStart", "LaserBlast.playbackRate", duration);
PlayAnimation("Gesture, Override", "LaserBlastStart", "LaserBlast.playbackRate", duration);
Transform modelTransform = GetModelTransform();
Util.PlayAttackSpeedSound(chargeAttackSoundString, base.gameObject, 2.1f / duration);
Ray aimRay = GetAimRay();
enemyFinder = new BullseyeSearch();
if ((bool)base.characterBody)
{
enemyFinder.viewer = base.characterBody;
}
enemyFinder.maxDistanceFilter = 2000f;
enemyFinder.maxAngleFilter = lockOnAngle;
enemyFinder.searchOrigin = aimRay.origin;
enemyFinder.searchDirection = aimRay.direction;
enemyFinder.filterByLoS = false;
enemyFinder.sortMode = BullseyeSearch.SortMode.Angle;
enemyFinder.teamMaskFilter = TeamMask.allButNeutral;
if ((bool)base.teamComponent)
{
enemyFinder.teamMaskFilter.RemoveTeam(base.teamComponent.teamIndex);
}
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild("MuzzleLaser");
if ((bool)transform)
{
if ((bool)effectPrefab)
{
chargeEffect = Object.Instantiate(effectPrefab, transform.position, transform.rotation);
chargeEffect.transform.parent = transform;
ScaleParticleSystemDuration component2 = chargeEffect.GetComponent<ScaleParticleSystemDuration>();
if ((bool)component2)
{
component2.newDuration = duration;
}
}
if ((bool)laserPrefab)
{
laserEffect = Object.Instantiate(laserPrefab, transform.position, transform.rotation);
laserEffect.transform.parent = transform;
laserLineComponent = laserEffect.GetComponent<LineRenderer>();
}
}
}
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(duration);
}
flashTimer = 0f;
laserOn = true;
}
public override void OnExit()
{
PlayAnimation("FullBody, Override", "Empty");
base.OnExit();
if ((bool)chargeEffect)
{
EntityState.Destroy(chargeEffect);
}
if ((bool)laserEffect)
{
EntityState.Destroy(laserEffect);
}
}
public override void Update()
{
base.Update();
if (!laserEffect || !laserLineComponent)
{
return;
}
float num = 1000f;
Ray aimRay = GetAimRay();
enemyFinder.RefreshCandidates();
lockedOnHurtBox = enemyFinder.GetResults().FirstOrDefault();
if ((bool)lockedOnHurtBox)
{
aimRay.direction = lockedOnHurtBox.transform.position - aimRay.origin;
}
Vector3 position = laserEffect.transform.parent.position;
Vector3 point = aimRay.GetPoint(num);
if (Physics.Raycast(aimRay, out var hitInfo, num, (int)LayerIndex.world.mask | (int)LayerIndex.CommonMasks.characterBodiesOrDefault))
{
point = hitInfo.point;
}
laserLineComponent.SetPosition(0, position);
laserLineComponent.SetPosition(1, point);
float num2;
if (duration - base.age > 0.5f)
{
num2 = base.age / duration;
}
else
{
flashTimer -= Time.deltaTime;
if (flashTimer <= 0f)
{
laserOn = !laserOn;
flashTimer = 1f / 30f;
}
num2 = (laserOn ? 1f : 0f);
}
num2 *= laserMaxWidth;
laserLineComponent.startWidth = num2;
laserLineComponent.endWidth = num2;
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
EntityState nextState = fireState;
outer.SetNextState(nextState);
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}