108 lines
2.8 KiB
C#
108 lines
2.8 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Bandit2.Weapon;
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public abstract class BaseFireSidearmRevolverState : BaseSidearmState
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{
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[SerializeField]
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public GameObject effectPrefab;
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[SerializeField]
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public GameObject hitEffectPrefab;
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[SerializeField]
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public GameObject tracerEffectPrefab;
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float force;
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[SerializeField]
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public float minSpread;
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[SerializeField]
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public float maxSpread;
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[SerializeField]
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public string attackSoundString;
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[SerializeField]
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public float recoilAmplitude;
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[SerializeField]
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public float bulletRadius;
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[SerializeField]
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public float trajectoryAimAssistMultiplier = 0.75f;
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private static int FireSideWeaponStateHash = Animator.StringToHash("FireSideWeapon");
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private static int FireSideWeaponParamHash = Animator.StringToHash("FireSideWeapon.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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AddRecoil(-3f * recoilAmplitude, -4f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude);
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Ray aimRay = GetAimRay();
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StartAimMode(aimRay);
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string muzzleName = "MuzzlePistol";
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Util.PlaySound(attackSoundString, base.gameObject);
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PlayAnimation("Gesture, Additive", FireSideWeaponStateHash, FireSideWeaponParamHash, duration);
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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BulletAttack bulletAttack = new BulletAttack();
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bulletAttack.owner = base.gameObject;
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bulletAttack.weapon = base.gameObject;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.minSpread = minSpread;
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bulletAttack.maxSpread = maxSpread;
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bulletAttack.bulletCount = 1u;
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bulletAttack.damage = damageCoefficient * damageStat;
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bulletAttack.force = force;
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bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
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bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
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bulletAttack.muzzleName = muzzleName;
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bulletAttack.hitEffectPrefab = hitEffectPrefab;
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bulletAttack.isCrit = RollCrit();
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bulletAttack.HitEffectNormal = false;
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bulletAttack.radius = bulletRadius;
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bulletAttack.damageType |= (DamageTypeCombo)DamageType.BonusToLowHealth;
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bulletAttack.smartCollision = true;
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bulletAttack.trajectoryAimAssistMultiplier = trajectoryAimAssistMultiplier;
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ModifyBullet(bulletAttack);
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bulletAttack.Fire();
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextState(new ExitSidearmRevolver());
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Any;
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}
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protected virtual void ModifyBullet(BulletAttack bulletAttack)
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{
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}
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}
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