r2mods/ilspy_dump/ror2_csproj/EntityStates.Merc/WhirlwindBase.cs

147 lines
3.4 KiB
C#
Raw Permalink Normal View History

2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.Merc;
public class WhirlwindBase : BaseState
{
public static GameObject swingEffectPrefab;
public static GameObject hitEffectPrefab;
public static string attackSoundString;
public static string hitSoundString;
public static float slashPitch;
public static float hitPauseDuration;
[SerializeField]
public float baseDuration;
[SerializeField]
public float baseDamageCoefficient;
[SerializeField]
public string slashChildName;
[SerializeField]
public float selfForceMagnitude;
[SerializeField]
public float moveSpeedBonusCoefficient;
[SerializeField]
public float smallHopVelocity;
[SerializeField]
public string hitboxString;
protected Animator animator;
protected float duration;
protected float hitInterval;
protected int swingCount;
protected float hitPauseTimer;
protected bool isInHitPause;
protected OverlapAttack overlapAttack;
protected HitStopCachedState hitStopCachedState;
private static int SwordactiveParamHash = Animator.StringToHash("Sword.active");
private static int WhirlwindplaybackRateParamHash = Animator.StringToHash("Whirlwind.playbackRate");
public override void OnEnter()
{
base.OnEnter();
animator = GetModelAnimator();
duration = baseDuration / attackSpeedStat;
overlapAttack = InitMeleeOverlap(baseDamageCoefficient, hitEffectPrefab, GetModelTransform(), hitboxString);
if ((bool)base.characterDirection && (bool)base.inputBank)
{
base.characterDirection.forward = base.inputBank.aimDirection;
}
SmallHop(base.characterMotor, smallHopVelocity);
PlayAnim();
}
protected virtual void PlayAnim()
{
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
hitPauseTimer -= GetDeltaTime();
if (animator.GetFloat("Sword.active") > (float)swingCount)
{
swingCount++;
Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, slashPitch);
EffectManager.SimpleMuzzleFlash(swingEffectPrefab, base.gameObject, slashChildName, transmit: false);
if (base.isAuthority)
{
overlapAttack.ResetIgnoredHealthComponents();
if ((bool)base.characterMotor)
{
base.characterMotor.ApplyForce(selfForceMagnitude * base.characterDirection.forward, alwaysApply: true);
}
}
}
if (!base.isAuthority)
{
return;
}
if (FireMeleeOverlap(overlapAttack, animator, SwordactiveParamHash, 0f))
{
Util.PlaySound(hitSoundString, base.gameObject);
if (!isInHitPause)
{
hitStopCachedState = CreateHitStopCachedState(base.characterMotor, animator, "Whirlwind.playbackRate");
hitPauseTimer = hitPauseDuration / attackSpeedStat;
isInHitPause = true;
}
}
if (hitPauseTimer <= 0f && isInHitPause)
{
ConsumeHitStopCachedState(hitStopCachedState, base.characterMotor, animator);
isInHitPause = false;
}
if (!isInHitPause)
{
if ((bool)base.characterMotor && (bool)base.characterDirection)
{
Vector3 velocity = base.characterDirection.forward * moveSpeedStat * Mathf.Lerp(moveSpeedBonusCoefficient, 1f, base.age / duration);
velocity.y = base.characterMotor.velocity.y;
base.characterMotor.velocity = velocity;
}
}
else
{
base.characterMotor.velocity = Vector3.zero;
hitPauseTimer -= GetDeltaTime();
animator.SetFloat(WhirlwindplaybackRateParamHash, 0f);
}
if (base.fixedAge >= duration)
{
while (swingCount < 2)
{
swingCount++;
overlapAttack.Fire();
}
outer.SetNextStateToMain();
}
}
}