204 lines
4.7 KiB
C#
204 lines
4.7 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Engi.EngiWeapon;
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public class PlaceTurret : BaseState
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{
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private struct PlacementInfo
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{
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public bool ok;
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public Vector3 position;
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public Quaternion rotation;
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}
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[SerializeField]
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public GameObject wristDisplayPrefab;
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[SerializeField]
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public string placeSoundString;
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[SerializeField]
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public GameObject blueprintPrefab;
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[SerializeField]
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public GameObject turretMasterPrefab;
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private const float placementMaxUp = 1f;
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private const float placementMaxDown = 3f;
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private const float placementForwardDistance = 2f;
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private const float entryDelay = 0.1f;
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private const float exitDelay = 0.25f;
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private const float turretRadius = 0.5f;
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private const float turretHeight = 1.82f;
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private const float turretCenter = 0f;
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private const float turretModelYOffset = -0.75f;
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private GameObject wristDisplayObject;
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private BlueprintController blueprints;
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private float exitCountdown;
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private bool exitPending;
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private float entryCountdown;
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private static int PrepTurretStateHash = Animator.StringToHash("PrepTurret");
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private static int PlaceTurretStateHash = Animator.StringToHash("PlaceTurret");
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private PlacementInfo currentPlacementInfo;
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public override void OnEnter()
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{
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base.OnEnter();
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if (base.isAuthority)
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{
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currentPlacementInfo = GetPlacementInfo();
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blueprints = Object.Instantiate(blueprintPrefab, currentPlacementInfo.position, currentPlacementInfo.rotation).GetComponent<BlueprintController>();
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}
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PlayAnimation("Gesture", PrepTurretStateHash);
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entryCountdown = 0.1f;
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exitCountdown = 0.25f;
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exitPending = false;
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if (!base.modelLocator)
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{
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return;
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}
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ChildLocator component = base.modelLocator.modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild("WristDisplay");
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if ((bool)transform)
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{
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wristDisplayObject = Object.Instantiate(wristDisplayPrefab, transform);
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}
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}
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}
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private PlacementInfo GetPlacementInfo()
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{
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Ray aimRay = GetAimRay();
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Vector3 direction = aimRay.direction;
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direction.y = 0f;
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direction.Normalize();
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aimRay.direction = direction;
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PlacementInfo result = default(PlacementInfo);
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result.ok = false;
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result.rotation = Util.QuaternionSafeLookRotation(-direction);
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Ray ray = new Ray(aimRay.GetPoint(2f) + Vector3.up * 1f, Vector3.down);
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float num = 4f;
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float num2 = num;
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if (Physics.SphereCast(ray, 0.5f, out var hitInfo, num, LayerIndex.world.mask) && hitInfo.normal.y > 0.5f)
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{
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num2 = hitInfo.distance;
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result.ok = true;
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}
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Vector3 point = ray.GetPoint(num2 + 0.5f);
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result.position = point;
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if (result.ok)
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{
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float num3 = Mathf.Max(1.82f, 0f);
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if (Physics.CheckCapsule(result.position + Vector3.up * (num3 - 0.5f), result.position + Vector3.up * 0.5f, 0.45f, (int)LayerIndex.world.mask | (int)LayerIndex.CommonMasks.characterBodiesOrDefault))
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{
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result.ok = false;
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}
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}
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return result;
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}
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private void DestroyBlueprints()
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{
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if ((bool)blueprints)
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{
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EntityState.Destroy(blueprints.gameObject);
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blueprints = null;
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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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PlayAnimation("Gesture", PlaceTurretStateHash);
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if ((bool)wristDisplayObject)
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{
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EntityState.Destroy(wristDisplayObject);
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}
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DestroyBlueprints();
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}
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public override void Update()
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{
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base.Update();
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currentPlacementInfo = GetPlacementInfo();
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if ((bool)blueprints)
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{
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blueprints.PushState(currentPlacementInfo.position, currentPlacementInfo.rotation, currentPlacementInfo.ok);
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}
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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.isAuthority)
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{
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return;
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}
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entryCountdown -= GetDeltaTime();
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if (exitPending)
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{
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exitCountdown -= GetDeltaTime();
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if (exitCountdown <= 0f)
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{
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outer.SetNextStateToMain();
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}
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}
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else
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{
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if (!base.inputBank || !(entryCountdown <= 0f))
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{
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return;
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}
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if ((base.inputBank.skill1.down || base.inputBank.skill4.justPressed) && currentPlacementInfo.ok)
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{
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if ((bool)base.characterBody)
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{
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base.characterBody.SendConstructTurret(base.characterBody, currentPlacementInfo.position, currentPlacementInfo.rotation, MasterCatalog.FindMasterIndex(turretMasterPrefab));
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if ((bool)base.skillLocator)
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{
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GenericSkill skill = base.skillLocator.GetSkill(SkillSlot.Special);
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if ((bool)skill)
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{
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skill.DeductStock(1);
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}
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}
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}
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Util.PlaySound(placeSoundString, base.gameObject);
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DestroyBlueprints();
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exitPending = true;
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}
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if (base.inputBank.skill2.justPressed)
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{
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DestroyBlueprints();
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exitPending = true;
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}
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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.PrioritySkill;
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}
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}
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