97 lines
2.2 KiB
C#
97 lines
2.2 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.ImpMonster;
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public class ChargeSpines : BaseState
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{
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public static float baseDuration = 1f;
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public static GameObject effectPrefab;
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private float duration;
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private GameObject chargeEffect;
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private EffectManagerHelper _emh_chargeEffect;
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private static int ChargeSpinesStateHash = Animator.StringToHash("ChargeSpines");
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private static int ChargeSpinesParamHash = Animator.StringToHash("ChargeSpines.playbackRate");
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public override void Reset()
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{
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base.Reset();
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duration = 0f;
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chargeEffect = null;
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_emh_chargeEffect = null;
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}
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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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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild("MuzzleMouth");
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if ((bool)transform && (bool)effectPrefab)
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{
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if (!EffectManager.ShouldUsePooledEffect(effectPrefab))
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{
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chargeEffect = Object.Instantiate(effectPrefab, transform.position, transform.rotation);
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}
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else
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{
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_emh_chargeEffect = EffectManager.GetAndActivatePooledEffect(effectPrefab, transform.position, transform.rotation);
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chargeEffect = _emh_chargeEffect.gameObject;
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}
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chargeEffect.transform.parent = transform;
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}
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}
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}
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PlayAnimation("Gesture", ChargeSpinesStateHash, ChargeSpinesParamHash, duration);
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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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if ((bool)chargeEffect)
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{
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if (_emh_chargeEffect != null && _emh_chargeEffect.OwningPool != null)
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{
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_emh_chargeEffect.OwningPool.ReturnObject(_emh_chargeEffect);
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}
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else
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{
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EntityState.Destroy(chargeEffect);
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}
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_emh_chargeEffect = null;
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chargeEffect = null;
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}
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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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}
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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 && base.isAuthority)
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{
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FireSpines nextState = new FireSpines();
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outer.SetNextState(nextState);
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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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