94 lines
2.5 KiB
C#
94 lines
2.5 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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namespace EntityStates.Treebot.Weapon;
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public class FireSyringe : BaseState
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{
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public static GameObject projectilePrefab;
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public static GameObject finalProjectilePrefab;
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public static GameObject muzzleflashEffectPrefab;
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public static int projectileCount = 3;
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public static float totalYawSpread = 5f;
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public static float baseDuration = 2f;
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public static float baseFireDuration = 0.2f;
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public static float damageCoefficient = 1.2f;
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public static float force = 20f;
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public static string attackSound;
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public static string finalAttackSound;
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public static string muzzleName;
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private float duration;
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private float fireDuration;
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private int projectilesFired;
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private static int FireSyringeStateHash = Animator.StringToHash("FireSyringe");
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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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fireDuration = baseFireDuration / attackSpeedStat;
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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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public override void FixedUpdate()
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{
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base.FixedUpdate();
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int num = Mathf.FloorToInt(base.fixedAge / fireDuration * (float)projectileCount);
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if (projectilesFired <= num && projectilesFired < projectileCount)
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{
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GameObject prefab = projectilePrefab;
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string soundString = attackSound;
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if (projectilesFired == projectileCount - 1)
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{
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prefab = finalProjectilePrefab;
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soundString = finalAttackSound;
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}
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PlayAnimation("Gesture, Additive", FireSyringeStateHash);
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Util.PlaySound(soundString, base.gameObject);
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base.characterBody.SetAimTimer(3f);
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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Ray ray = GetAimRay();
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TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
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float bonusYaw = (float)Mathf.FloorToInt((float)projectilesFired - (float)(projectileCount - 1) / 2f) / (float)(projectileCount - 1) * totalYawSpread;
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Vector3 forward = Util.ApplySpread(ray.direction, 0f, 0f, 1f, 1f, bonusYaw);
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ProjectileManager.instance.FireProjectile(prefab, ray.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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}
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projectilesFired++;
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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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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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