r2mods/ilspy_dump/ror2_csproj/RoR2/PrimarySkillShurikenBehavio...

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2024-10-04 07:26:37 +00:00
using RoR2.Projectile;
using UnityEngine;
namespace RoR2;
public class PrimarySkillShurikenBehavior : CharacterBody.ItemBehavior
{
private const float minSpreadDegrees = 0f;
private const float rangeSpreadDegrees = 1f;
private const int numShurikensPerStack = 1;
private const int numShurikensBase = 2;
private const string projectilePrefabPath = "Prefabs/Projectiles/ShurikenProjectile";
private const float totalReloadTime = 10f;
private const float damageCoefficientBase = 3f;
private const float damageCoefficientPerStack = 1f;
private const float force = 0f;
private SkillLocator skillLocator;
private float reloadTimer;
private GameObject projectilePrefab;
private InputBankTest inputBank;
private void Awake()
{
base.enabled = false;
}
private void Start()
{
projectilePrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/Projectiles/ShurikenProjectile");
}
private void OnEnable()
{
if ((bool)body)
{
body.onSkillActivatedServer += OnSkillActivated;
skillLocator = body.GetComponent<SkillLocator>();
inputBank = body.GetComponent<InputBankTest>();
}
}
private void OnDisable()
{
if ((bool)body)
{
body.onSkillActivatedServer -= OnSkillActivated;
while (body.HasBuff(DLC1Content.Buffs.PrimarySkillShurikenBuff))
{
body.RemoveBuff(DLC1Content.Buffs.PrimarySkillShurikenBuff);
}
}
inputBank = null;
skillLocator = null;
}
private void OnSkillActivated(GenericSkill skill)
{
if ((object)skillLocator?.primary == skill && body.GetBuffCount(DLC1Content.Buffs.PrimarySkillShurikenBuff) > 0)
{
body.RemoveBuff(DLC1Content.Buffs.PrimarySkillShurikenBuff);
FireShuriken();
}
}
private void FixedUpdate()
{
int num = stack + 2;
if (body.GetBuffCount(DLC1Content.Buffs.PrimarySkillShurikenBuff) < num)
{
float num2 = 10f / (float)num;
reloadTimer += Time.fixedDeltaTime;
while (reloadTimer > num2 && body.GetBuffCount(DLC1Content.Buffs.PrimarySkillShurikenBuff) < num)
{
body.AddBuff(DLC1Content.Buffs.PrimarySkillShurikenBuff);
reloadTimer -= num2;
}
}
}
private void FireShuriken()
{
Ray aimRay = GetAimRay();
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction) * GetRandomRollPitch(), base.gameObject, body.damage * (3f + 1f * (float)stack), 0f, Util.CheckRoll(body.crit, body.master), DamageColorIndex.Item);
}
private Ray GetAimRay()
{
if ((bool)inputBank)
{
return new Ray(inputBank.aimOrigin, inputBank.aimDirection);
}
return new Ray(base.transform.position, base.transform.forward);
}
protected Quaternion GetRandomRollPitch()
{
Quaternion quaternion = Quaternion.AngleAxis(Random.Range(0, 360), Vector3.forward);
Quaternion quaternion2 = Quaternion.AngleAxis(0f + Random.Range(0f, 1f), Vector3.left);
return quaternion * quaternion2;
}
}