89 lines
2.5 KiB
C#
89 lines
2.5 KiB
C#
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using System.Collections.Generic;
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using System.Linq;
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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.RoboBallBoss.Weapon;
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public class FireDelayKnockup : BaseState
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{
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[SerializeField]
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public int knockupCount;
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[SerializeField]
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public float randomPositionRadius;
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public static float baseDuration;
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public static GameObject projectilePrefab;
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public static GameObject muzzleEffectPrefab;
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public static float maxDistance;
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private float duration;
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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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PlayCrossfade("Gesture, Additive", "FireDelayKnockup", 0.1f);
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, "EyeballMuzzle1", transmit: false);
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, "EyeballMuzzle2", transmit: false);
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, "EyeballMuzzle3", transmit: false);
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}
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if (!NetworkServer.active)
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{
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return;
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}
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BullseyeSearch bullseyeSearch = new BullseyeSearch();
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bullseyeSearch.teamMaskFilter = TeamMask.allButNeutral;
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if ((bool)base.teamComponent)
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{
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bullseyeSearch.teamMaskFilter.RemoveTeam(base.teamComponent.teamIndex);
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}
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bullseyeSearch.maxDistanceFilter = maxDistance;
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bullseyeSearch.maxAngleFilter = 360f;
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Ray aimRay = GetAimRay();
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bullseyeSearch.searchOrigin = aimRay.origin;
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bullseyeSearch.searchDirection = aimRay.direction;
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bullseyeSearch.filterByLoS = false;
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bullseyeSearch.sortMode = BullseyeSearch.SortMode.Angle;
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bullseyeSearch.RefreshCandidates();
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List<HurtBox> list = bullseyeSearch.GetResults().ToList();
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int num = 0;
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for (int i = 0; i < knockupCount; i++)
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{
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if (num >= list.Count)
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{
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num = 0;
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}
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HurtBox hurtBox = list[num];
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if ((bool)hurtBox)
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{
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Vector2 vector = Random.insideUnitCircle * randomPositionRadius;
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Vector3 vector2 = hurtBox.transform.position + new Vector3(vector.x, 0f, vector.y);
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if (Physics.Raycast(new Ray(vector2 + Vector3.up * 1f, Vector3.down), out var hitInfo, 200f, LayerIndex.world.mask, QueryTriggerInteraction.Ignore))
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{
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vector2 = hitInfo.point;
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}
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ProjectileManager.instance.FireProjectile(projectilePrefab, vector2, Quaternion.identity, base.gameObject, damageStat, 0f, Util.CheckRoll(critStat, base.characterBody.master));
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}
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num++;
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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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}
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