r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidRaidCrab.Leg/Stomp.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.VoidRaidCrab.Leg;
public class Stomp : BaseStompState
{
public static float blastDamageCoefficient;
public static float blastRadius;
public static float blastForce;
public static GameObject blastEffectPrefab;
private Vector3? previousToePosition;
private bool hasDoneBlast;
protected override void OnLifetimeExpiredAuthority()
{
outer.SetNextState(new PostStompReturnToBase
{
target = target
});
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (!hasDoneBlast && (bool)base.legController.mainBody && base.legController.mainBody.hasEffectiveAuthority)
{
TryStompCollisionAuthority();
}
}
private void TryStompCollisionAuthority()
{
Vector3 currentToePosition = base.legController.toeTipTransform.position;
TryAttack();
previousToePosition = currentToePosition;
void TryAttack()
{
if (previousToePosition.HasValue)
{
Vector3 value = previousToePosition.Value;
if (!((currentToePosition - value).sqrMagnitude < 0.0025000002f) && Physics.Linecast(previousToePosition.Value, currentToePosition, out var hitInfo, LayerIndex.world.mask, QueryTriggerInteraction.Ignore))
{
DoBlastAuthority(hitInfo.point);
base.legController.DoToeConcussionBlastAuthority(hitInfo.point, useEffect: false);
hasDoneBlast = true;
}
}
}
}
private void DoBlastAuthority(Vector3 blastOrigin)
{
CharacterBody mainBody = base.legController.mainBody;
EffectData effectData = new EffectData();
effectData.origin = blastOrigin;
effectData.scale = blastRadius;
effectData.rotation = Quaternion.LookRotation(Vector3.up);
EffectManager.SpawnEffect(blastEffectPrefab, effectData, transmit: true);
BlastAttack obj = new BlastAttack
{
attacker = mainBody.gameObject
};
obj.inflictor = obj.attacker;
obj.baseDamage = blastDamageCoefficient * mainBody.damage;
obj.baseForce = blastForce;
obj.position = blastOrigin;
obj.radius = blastRadius;
obj.falloffModel = BlastAttack.FalloffModel.SweetSpot;
obj.teamIndex = mainBody.teamComponent.teamIndex;
obj.attackerFiltering = AttackerFiltering.NeverHitSelf;
obj.damageType = DamageType.Generic;
obj.crit = mainBody.RollCrit();
obj.damageColorIndex = DamageColorIndex.Default;
obj.impactEffect = EffectIndex.Invalid;
obj.losType = BlastAttack.LoSType.None;
obj.procChainMask = default(ProcChainMask);
obj.procCoefficient = 1f;
obj.Fire();
}
private void DoStompAttackAuthority(Vector3 hitPosition)
{
CharacterBody mainBody = base.legController.mainBody;
if ((bool)mainBody)
{
Vector3 position = base.legController.footTranform.position;
Vector3 position2 = base.legController.toeTipTransform.position;
RaycastHit hitInfo;
Vector3 vector = (Physics.Linecast(position, position2, out hitInfo, LayerIndex.world.mask, QueryTriggerInteraction.Ignore) ? hitInfo.point : position2);
EffectData effectData = new EffectData();
effectData.origin = vector;
effectData.scale = blastRadius;
effectData.rotation = Quaternion.LookRotation(-hitInfo.normal);
EffectManager.SpawnEffect(blastEffectPrefab, effectData, transmit: true);
BlastAttack obj = new BlastAttack
{
attacker = mainBody.gameObject
};
obj.inflictor = obj.attacker;
obj.baseDamage = blastDamageCoefficient * mainBody.damage;
obj.baseForce = blastForce;
obj.position = vector;
obj.radius = blastRadius;
obj.falloffModel = BlastAttack.FalloffModel.Linear;
obj.teamIndex = mainBody.teamComponent.teamIndex;
obj.attackerFiltering = AttackerFiltering.NeverHitSelf;
obj.damageType = DamageType.Generic;
obj.crit = mainBody.RollCrit();
obj.damageColorIndex = DamageColorIndex.Default;
obj.impactEffect = EffectIndex.Invalid;
obj.losType = BlastAttack.LoSType.None;
obj.procChainMask = default(ProcChainMask);
obj.procCoefficient = 1f;
obj.Fire();
}
}
}