r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidSurvivor.W.../FireRepulsion.cs

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2024-10-04 07:26:37 +00:00
using System.Collections.Generic;
using System.Linq;
using RoR2;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.VoidSurvivor.Weapon;
public class FireRepulsion : BaseState
{
[SerializeField]
public string sound;
[SerializeField]
public string muzzle;
[SerializeField]
public GameObject fireEffectPrefab;
[SerializeField]
public float baseDuration;
[SerializeField]
public float fieldOfView;
[SerializeField]
public float backupDistance;
[SerializeField]
public float maxKnockbackDistance;
[SerializeField]
public float idealDistanceToPlaceTargets;
[SerializeField]
public float liftVelocity;
[SerializeField]
public float animationCrossfadeDuration;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackParameterName;
[SerializeField]
public float damageMultiplier;
[SerializeField]
public float maxProjectileReflectDistance;
[SerializeField]
public GameObject tracerEffectPrefab;
[SerializeField]
public float corruption;
[SerializeField]
public BuffDef buffDef;
[SerializeField]
public float buffDuration;
public static AnimationCurve shoveSuitabilityCurve;
private float duration;
private Ray aimRay;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
aimRay = GetAimRay();
PlayCrossfade(animationLayerName, animationStateName, animationPlaybackParameterName, duration, animationCrossfadeDuration);
Util.PlaySound(sound, base.gameObject);
Vector3 origin = aimRay.origin;
Transform transform = FindModelChild(muzzle);
if ((bool)transform)
{
origin = transform.position;
}
EffectManager.SpawnEffect(fireEffectPrefab, new EffectData
{
origin = origin,
rotation = Quaternion.LookRotation(aimRay.direction)
}, transmit: false);
aimRay.origin -= aimRay.direction * backupDistance;
if (NetworkServer.active)
{
PushEnemies();
ReflectProjectiles();
VoidSurvivorController component = GetComponent<VoidSurvivorController>();
if ((bool)component)
{
component.AddCorruption(corruption);
}
}
}
private void ReflectProjectiles()
{
Vector3 vector = (base.characterBody ? base.characterBody.corePosition : Vector3.zero);
TeamIndex teamIndex = (base.characterBody ? base.characterBody.teamComponent.teamIndex : TeamIndex.None);
float num = maxProjectileReflectDistance * maxProjectileReflectDistance;
List<ProjectileController> instancesList = InstanceTracker.GetInstancesList<ProjectileController>();
List<ProjectileController> list = new List<ProjectileController>();
int i = 0;
for (int count = instancesList.Count; i < count; i++)
{
ProjectileController projectileController = instancesList[i];
if (projectileController.teamFilter.teamIndex != teamIndex && (projectileController.transform.position - vector).sqrMagnitude < num)
{
list.Add(projectileController);
}
}
int j = 0;
for (int count2 = list.Count; j < count2; j++)
{
ProjectileController projectileController2 = list[j];
if (!projectileController2)
{
continue;
}
Vector3 position = projectileController2.transform.position;
Vector3 start = vector;
if ((bool)tracerEffectPrefab)
{
EffectData effectData = new EffectData
{
origin = position,
start = start
};
EffectManager.SpawnEffect(tracerEffectPrefab, effectData, transmit: true);
}
_ = projectileController2.owner;
CharacterBody component = projectileController2.owner.GetComponent<CharacterBody>();
projectileController2.IgnoreCollisionsWithOwner(shouldIgnore: false);
projectileController2.Networkowner = base.gameObject;
projectileController2.teamFilter.teamIndex = base.characterBody.teamComponent.teamIndex;
ProjectileDamage component2 = projectileController2.GetComponent<ProjectileDamage>();
if ((bool)component2)
{
component2.damage *= damageMultiplier;
}
Rigidbody component3 = projectileController2.GetComponent<Rigidbody>();
if ((bool)component3)
{
Vector3 vector2 = component3.velocity * -1f;
if ((bool)component)
{
vector2 = component.corePosition - component3.transform.position;
}
component3.transform.forward = vector2;
component3.velocity = Vector3.RotateTowards(component3.velocity, vector2, float.PositiveInfinity, 0f);
}
}
}
private void PushEnemies()
{
BullseyeSearch bullseyeSearch = new BullseyeSearch();
bullseyeSearch.teamMaskFilter = TeamMask.all;
bullseyeSearch.maxAngleFilter = fieldOfView * 0.5f;
bullseyeSearch.maxDistanceFilter = maxKnockbackDistance;
bullseyeSearch.searchOrigin = aimRay.origin;
bullseyeSearch.searchDirection = aimRay.direction;
bullseyeSearch.sortMode = BullseyeSearch.SortMode.Distance;
bullseyeSearch.filterByLoS = false;
bullseyeSearch.RefreshCandidates();
bullseyeSearch.FilterOutGameObject(base.gameObject);
IEnumerable<HurtBox> enumerable = bullseyeSearch.GetResults().Where(Util.IsValid).Distinct(default(HurtBox.EntityEqualityComparer));
TeamIndex team = GetTeam();
foreach (HurtBox item in enumerable)
{
if (FriendlyFireManager.ShouldSplashHitProceed(item.healthComponent, team))
{
CharacterBody body = item.healthComponent.body;
AddDebuff(body);
body.RecalculateStats();
_ = body.acceleration;
}
}
}
protected virtual void AddDebuff(CharacterBody body)
{
body.AddTimedBuff(buffDef, buffDuration);
body.healthComponent.GetComponent<SetStateOnHurt>()?.SetStun(-1f);
}
protected virtual float CalculateDamage()
{
return 0f;
}
protected virtual float CalculateProcCoefficient()
{
return 0f;
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}