138 lines
3.7 KiB
C#
138 lines
3.7 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Commando.CommandoWeapon;
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public class FireBarrage : BaseState
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{
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public static GameObject effectPrefab;
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public static GameObject hitEffectPrefab;
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public static GameObject tracerEffectPrefab;
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public static float damageCoefficient;
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public static float force;
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public static float minSpread;
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public static float maxSpread;
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public static float baseDurationBetweenShots = 1f;
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public static float totalDuration = 2f;
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public static float bulletRadius = 1.5f;
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public static int baseBulletCount = 1;
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public static string fireBarrageSoundString;
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public static float recoilAmplitude;
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public static float spreadBloomValue;
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private int totalBulletsFired;
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private int bulletCount;
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public float stopwatchBetweenShots;
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private Animator modelAnimator;
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private Transform modelTransform;
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private float duration;
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private float durationBetweenShots;
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private static int FireBarrageStateHash = Animator.StringToHash("FireBarrage");
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private static int FireBarrageParamHash = Animator.StringToHash("FireBarrage.playbackRate");
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private static int FirePistolRightStateHash = Animator.StringToHash("FirePistol, Right");
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public override void OnEnter()
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{
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base.OnEnter();
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base.characterBody.SetSpreadBloom(0.2f, canOnlyIncreaseBloom: false);
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duration = totalDuration;
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durationBetweenShots = baseDurationBetweenShots / attackSpeedStat;
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bulletCount = (int)((float)baseBulletCount * attackSpeedStat);
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modelAnimator = GetModelAnimator();
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modelTransform = GetModelTransform();
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PlayCrossfade("Gesture, Additive", FireBarrageStateHash, FireBarrageParamHash, duration, 0.2f);
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PlayCrossfade("Gesture, Override", FireBarrageStateHash, FireBarrageParamHash, duration, 0.2f);
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(2f);
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}
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FireBullet();
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}
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private void FireBullet()
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{
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Ray aimRay = GetAimRay();
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string muzzleName = "MuzzleRight";
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if ((bool)modelAnimator)
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{
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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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PlayAnimation("Gesture Additive, Right", FirePistolRightStateHash);
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}
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AddRecoil(-0.8f * recoilAmplitude, -1f * recoilAmplitude, -0.1f * recoilAmplitude, 0.15f * recoilAmplitude);
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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.tracerEffectPrefab = tracerEffectPrefab;
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bulletAttack.muzzleName = muzzleName;
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bulletAttack.hitEffectPrefab = hitEffectPrefab;
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bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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bulletAttack.radius = bulletRadius;
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bulletAttack.smartCollision = true;
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bulletAttack.damageType = DamageType.Stun1s;
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bulletAttack.Fire();
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}
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base.characterBody.AddSpreadBloom(spreadBloomValue);
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totalBulletsFired++;
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Util.PlaySound(fireBarrageSoundString, base.gameObject);
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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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stopwatchBetweenShots += GetDeltaTime();
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if (stopwatchBetweenShots >= durationBetweenShots && totalBulletsFired < bulletCount)
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{
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stopwatchBetweenShots -= durationBetweenShots;
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FireBullet();
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}
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if (base.fixedAge >= duration && totalBulletsFired == bulletCount && 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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return InterruptPriority.Skill;
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}
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}
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