116 lines
3.1 KiB
C#
116 lines
3.1 KiB
C#
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using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Captain.Weapon;
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public class FireTazer : BaseState
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{
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public static GameObject projectilePrefab;
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public static GameObject muzzleflashEffectPrefab;
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public static GameObject chargeEffectPrefab;
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public static float baseDelay = 0.1f;
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public static float baseDuration = 2f;
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public static float baseDurationUntilPriorityLowers = 1f;
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public static float damageCoefficient = 1.2f;
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public static float force = 20f;
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public static string enterSoundString;
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public static string attackString;
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public static float recoilAmplitude;
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public static float bloom;
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public static string targetMuzzle;
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private float duration;
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private float delay;
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private float durationUntilPriorityLowers;
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private static int FireTazerStateHash = Animator.StringToHash("FireTazer");
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private static int FireTazerParamHash = Animator.StringToHash("FireTazer.playbackRate");
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private bool hasFired;
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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durationUntilPriorityLowers = baseDurationUntilPriorityLowers / attackSpeedStat;
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delay = baseDelay / attackSpeedStat;
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StartAimMode(duration + 2f);
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if ((bool)chargeEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(chargeEffectPrefab, base.gameObject, targetMuzzle, transmit: false);
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}
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Util.PlayAttackSpeedSound(enterSoundString, base.gameObject, attackSpeedStat);
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PlayAnimation("Gesture, Additive", FireTazerStateHash, FireTazerParamHash, duration);
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PlayAnimation("Gesture, Override", FireTazerStateHash, FireTazerParamHash, duration);
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}
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private void Fire()
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{
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hasFired = true;
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Util.PlaySound(attackString, base.gameObject);
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AddRecoil(-1f * recoilAmplitude, -1.5f * recoilAmplitude, -0.25f * recoilAmplitude, 0.25f * recoilAmplitude);
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base.characterBody.AddSpreadBloom(bloom);
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Ray ray = GetAimRay();
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, targetMuzzle, transmit: false);
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}
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if (base.isAuthority)
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{
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TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = ray.origin;
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fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(ray.direction);
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat * damageCoefficient;
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fireProjectileInfo.force = force;
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fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
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ProjectileManager.instance.FireProjectile(fireProjectileInfo);
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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 >= delay && !hasFired)
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{
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Fire();
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}
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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if (!(base.fixedAge > durationUntilPriorityLowers))
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{
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return InterruptPriority.PrioritySkill;
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}
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return InterruptPriority.Any;
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}
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}
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