r2mods/ilspy_dump/ror2_csproj/EntityStates.Huntress.Huntr.../FireArrow.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Huntress.HuntressWeapon;
public class FireArrow : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject projectilePrefab;
public static int arrowCountMax = 1;
public float damageCoefficient;
public static float fireDuration = 1f;
public static float baseDuration = 2f;
public static float arcAngle = 5f;
public static float recoilAmplitude = 1f;
public static string attackSoundString;
public static float spreadBloomValue = 0.3f;
public static float smallHopStrength;
private Ray aimRay;
private Transform modelTransform;
private float duration;
private float fireTimer;
private int grenadeCount;
private static int fireArrowHash = Animator.StringToHash("FireArrow");
private static int fireArrowParamHash = Animator.StringToHash("FireArrow.playbackRate");
private void FireGrenade(string targetMuzzle)
{
Util.PlaySound(attackSoundString, base.gameObject);
aimRay = GetAimRay();
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild(targetMuzzle);
if ((bool)transform)
{
aimRay.origin = transform.position;
}
}
}
AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
if (base.isAuthority)
{
float x = Random.Range(0f, base.characterBody.spreadBloomAngle);
float z = Random.Range(0f, 360f);
Vector3 up = Vector3.up;
Vector3 axis = Vector3.Cross(up, aimRay.direction);
Vector3 vector = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward);
float y = vector.y;
vector.y = 0f;
float angle = Mathf.Atan2(vector.z, vector.x) * 57.29578f - 90f;
float angle2 = Mathf.Atan2(y, vector.magnitude) * 57.29578f + arcAngle;
Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * aimRay.direction);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master));
}
base.characterBody.AddSpreadBloom(spreadBloomValue);
}
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modelTransform = GetModelTransform();
if ((bool)base.characterMotor && smallHopStrength != 0f)
{
base.characterMotor.velocity.y = smallHopStrength;
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority)
{
fireTimer -= GetDeltaTime();
float num = fireDuration / attackSpeedStat / (float)arrowCountMax;
if (fireTimer <= 0f && grenadeCount < arrowCountMax)
{
PlayAnimation("Gesture, Additive", fireArrowHash, fireArrowParamHash, duration - num);
PlayAnimation("Gesture, Override", fireArrowHash, fireArrowParamHash, duration - num);
FireGrenade("Muzzle");
fireTimer += num;
grenadeCount++;
}
if (base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}