186 lines
4.1 KiB
C#
186 lines
4.1 KiB
C#
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using RoR2;
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using RoR2.Projectile;
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using RoR2.Skills;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Seeker;
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public class SoulSearch : BaseState, SteppedSkillDef.IStepSetter
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{
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public enum Gauntlet
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{
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Left,
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Right
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}
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public GameObject muzzleflashEffectPrefab;
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[SerializeField]
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public float procCoefficient;
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float force = 20f;
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public static float attackSpeedAltAnimationThreshold;
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public string attackSoundString;
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[SerializeField]
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public float attackSoundPitch;
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public static float bloom;
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[SerializeField]
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public GameObject blastEffectPrefab;
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[SerializeField]
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public GameObject blastImpactEffectPrefab;
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[SerializeField]
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public float blastRadius;
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[SerializeField]
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public float blastDamageCoefficient;
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[SerializeField]
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public float blastForce;
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[SerializeField]
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public Vector3 blastBonusForce;
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[SerializeField]
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public float blastProcCoefficient;
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private float duration;
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private bool hasFiredGauntlet;
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private string muzzleString;
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private Transform muzzleTransform;
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private Animator animator;
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private ChildLocator childLocator;
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private Gauntlet gauntlet;
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private HuntressTracker huntressTracker;
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public void SetStep(int i)
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{
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gauntlet = (Gauntlet)i;
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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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huntressTracker = base.characterBody.GetComponent<HuntressTracker>();
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if (!huntressTracker.GetTrackingTarget())
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{
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outer.SetNextStateToMain();
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return;
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}
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duration = baseDuration / attackSpeedStat;
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Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPitch);
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base.characterBody.SetAimTimer(2f);
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animator = GetModelAnimator();
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if ((bool)animator)
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{
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childLocator = animator.GetComponent<ChildLocator>();
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}
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switch (gauntlet)
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{
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case Gauntlet.Left:
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muzzleString = "MuzzleLeft";
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PlayCrossfade("Gesture, Additive", "Cast1Left", "FireGauntlet.playbackRate", duration, 0.1f);
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PlayCrossfade("Gesture, Override", "Cast1Left", "FireGauntlet.playbackRate", duration, 0.1f);
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break;
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case Gauntlet.Right:
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muzzleString = "MuzzleRight";
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PlayCrossfade("Gesture, Additive", "Cast1Right", "FireGauntlet.playbackRate", duration, 0.1f);
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PlayCrossfade("Gesture, Override", "Cast1Right", "FireGauntlet.playbackRate", duration, 0.1f);
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break;
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}
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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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}
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private void FireGauntlet()
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{
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if (!hasFiredGauntlet)
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{
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base.characterBody.AddSpreadBloom(bloom);
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Ray aimRay = GetAimRay();
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if ((bool)childLocator)
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{
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muzzleTransform = childLocator.FindChild(muzzleString);
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}
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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if (projectilePrefab != null && base.isAuthority)
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{
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = muzzleTransform.position;
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fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(aimRay.direction);
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat * damageCoefficient;
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FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
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ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
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}
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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 || hasFiredGauntlet)
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{
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if (!hasFiredGauntlet && (bool)huntressTracker.GetTrackingTarget())
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{
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FireGauntlet();
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hasFiredGauntlet = true;
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}
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if (base.isAuthority)
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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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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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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((byte)gauntlet);
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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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gauntlet = (Gauntlet)reader.ReadByte();
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}
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}
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