82 lines
2.2 KiB
C#
82 lines
2.2 KiB
C#
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.GlobalSkills.WoundSlash;
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public class WoundSlash : BaseSkillState
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{
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public static float blastRadius;
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public static float blastDamageCoefficient;
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public static float blastForce;
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public static float blastProcCoefficient;
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public static GameObject blastImpactEffectPrefab;
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public static GameObject slashEffectPrefab;
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public static float slashEffectOffset;
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public static float baseDuration;
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public static string soundString;
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public static float shortHopVelocity;
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private float duration => baseDuration / attackSpeedStat;
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public override void OnEnter()
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{
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base.OnEnter();
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Ray aimRay = GetAimRay();
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Vector3 vector = base.characterBody.corePosition + aimRay.direction * slashEffectOffset;
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Util.PlaySound(soundString, base.gameObject);
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EffectData effectData = new EffectData
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{
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origin = vector,
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rotation = Util.QuaternionSafeLookRotation(aimRay.direction)
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};
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EffectManager.SpawnEffect(slashEffectPrefab, effectData, transmit: true);
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if (NetworkServer.active)
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{
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BlastAttack blastAttack = new BlastAttack();
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blastAttack.attacker = base.gameObject;
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blastAttack.baseDamage = blastDamageCoefficient * damageStat;
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blastAttack.baseForce = blastForce;
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blastAttack.attackerFiltering = AttackerFiltering.NeverHitSelf;
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blastAttack.crit = RollCrit();
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blastAttack.damageType = DamageType.Generic;
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blastAttack.falloffModel = BlastAttack.FalloffModel.None;
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blastAttack.inflictor = base.gameObject;
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blastAttack.position = vector;
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blastAttack.procChainMask = default(ProcChainMask);
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blastAttack.procCoefficient = blastProcCoefficient;
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blastAttack.radius = blastRadius;
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blastAttack.teamIndex = base.teamComponent.teamIndex;
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blastAttack.impactEffect = EffectCatalog.FindEffectIndexFromPrefab(blastImpactEffectPrefab);
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blastAttack.Fire();
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}
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if (base.isAuthority && (bool)base.characterMotor)
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{
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base.characterMotor.velocity.y = Mathf.Max(base.characterMotor.velocity.y, shortHopVelocity);
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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.fixedAge >= duration)
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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.Pain;
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}
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}
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