170 lines
4.7 KiB
C#
170 lines
4.7 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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using UnityEngine.Networking;
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namespace EntityStates.ImpBossMonster;
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public class FireVoidspikes : BaseState
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{
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public static float baseDuration = 3.5f;
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public static float damageCoefficient = 4f;
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public static float procCoefficient;
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public static float selfForce;
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public static float forceMagnitude = 16f;
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public static GameObject hitEffectPrefab;
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public static GameObject swipeEffectPrefab;
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public static string enterSoundString;
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public static string attackSoundString;
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public static float walkSpeedPenaltyCoefficient;
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public static int projectileCount;
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public static float projectileYawSpread;
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public static float projectileDamageCoefficient;
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public static float projectileSpeed;
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public static float projectileSpeedPerProjectile;
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public static GameObject projectilePrefab;
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private OverlapAttack attack;
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private Animator modelAnimator;
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private float duration;
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private int slashCount;
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private Transform modelTransform;
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private int chosenAnim = -1;
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private static int FireVoidspikesLStateHash = Animator.StringToHash("FireVoidspikesL");
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private static int FireVoidspikesRStateHash = Animator.StringToHash("FireVoidspikesR");
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private static int FireVoidspikesParamHash = Animator.StringToHash("FireVoidspikes.playbackRate");
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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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modelAnimator = GetModelAnimator();
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modelTransform = GetModelTransform();
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base.characterMotor.walkSpeedPenaltyCoefficient = walkSpeedPenaltyCoefficient;
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attack = new OverlapAttack();
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attack.attacker = base.gameObject;
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attack.inflictor = base.gameObject;
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attack.teamIndex = GetTeam();
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attack.damage = damageCoefficient * damageStat;
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attack.hitEffectPrefab = hitEffectPrefab;
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attack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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attack.procCoefficient = procCoefficient;
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attack.damageType = DamageType.BleedOnHit;
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Util.PlaySound(enterSoundString, base.gameObject);
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if (base.isAuthority)
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{
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chosenAnim = ((!Util.CheckRoll(50f)) ? 1 : 0);
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}
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if ((bool)modelAnimator)
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{
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int animationStateHash = ((chosenAnim == 1) ? FireVoidspikesLStateHash : FireVoidspikesRStateHash);
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PlayAnimation("Gesture, Additive", animationStateHash, FireVoidspikesParamHash, duration);
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PlayAnimation("Gesture, Override", animationStateHash, FireVoidspikesParamHash, duration);
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(duration + 3f);
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}
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}
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public override void OnExit()
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{
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if ((bool)base.characterMotor)
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{
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base.characterMotor.walkSpeedPenaltyCoefficient = 1f;
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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 ((bool)modelAnimator && slashCount <= 0)
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{
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if (modelAnimator.GetFloat("HandR.hitBoxActive") > 0.1f)
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{
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FireSpikeFan(GetAimRay(), "FireVoidspikesR", "HandR");
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}
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if (modelAnimator.GetFloat("HandL.hitBoxActive") > 0.1f)
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{
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FireSpikeFan(GetAimRay(), "FireVoidspikesL", "HandL");
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}
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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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private void FireSpikeFan(Ray aimRay, string muzzleName, string hitBoxGroupName)
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{
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Util.PlaySound(attackSoundString, base.gameObject);
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EffectManager.SimpleMuzzleFlash(swipeEffectPrefab, base.gameObject, muzzleName, transmit: false);
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slashCount++;
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if (base.isAuthority)
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{
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Vector3 forward = base.characterDirection.forward;
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if ((bool)modelTransform)
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{
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attack.hitBoxGroup = FindHitBoxGroup(hitBoxGroupName);
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attack.forceVector = forward * forceMagnitude;
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attack.Fire();
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}
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if ((bool)base.characterMotor)
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{
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base.characterMotor.ApplyForce(forward * selfForce, alwaysApply: true);
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}
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for (int i = 0; i < projectileCount; i++)
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{
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FireSpikeAuthority(aimRay, 0f, ((float)projectileCount / 2f - (float)i) * projectileYawSpread, projectileSpeed + projectileSpeedPerProjectile * (float)i);
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}
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}
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}
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private void FireSpikeAuthority(Ray aimRay, float bonusPitch, float bonusYaw, float speed)
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{
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Vector3 forward = Util.ApplySpread(aimRay.direction, 0f, 0f, 1f, 1f, bonusYaw, bonusPitch);
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * projectileDamageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, speed);
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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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public override void OnSerialize(NetworkWriter writer)
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{
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base.OnSerialize(writer);
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writer.Write((char)chosenAnim);
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}
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public override void OnDeserialize(NetworkReader reader)
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{
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base.OnDeserialize(reader);
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chosenAnim = reader.ReadChar();
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}
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}
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