147 lines
4.0 KiB
C#
147 lines
4.0 KiB
C#
|
using System;
|
||
|
using RoR2;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Networking;
|
||
|
|
||
|
namespace EntityStates.Assassin.Weapon;
|
||
|
|
||
|
public class SlashCombo : BaseState
|
||
|
{
|
||
|
public enum SlashComboPermutation
|
||
|
{
|
||
|
Slash1,
|
||
|
Slash2,
|
||
|
Final
|
||
|
}
|
||
|
|
||
|
public static float baseDuration = 3.5f;
|
||
|
|
||
|
public static float mecanimDurationCoefficient;
|
||
|
|
||
|
public static float damageCoefficient = 4f;
|
||
|
|
||
|
public static float forceMagnitude = 16f;
|
||
|
|
||
|
public static float selfForceMagnitude;
|
||
|
|
||
|
public static float radius = 3f;
|
||
|
|
||
|
public static GameObject hitEffectPrefab;
|
||
|
|
||
|
public static GameObject swingEffectPrefab;
|
||
|
|
||
|
public static string attackString;
|
||
|
|
||
|
private OverlapAttack attack;
|
||
|
|
||
|
private Animator modelAnimator;
|
||
|
|
||
|
private float duration;
|
||
|
|
||
|
private bool hasSlashed;
|
||
|
|
||
|
public SlashComboPermutation slashComboPermutation;
|
||
|
|
||
|
private static int SlashP1Hash = Animator.StringToHash("SlashP1");
|
||
|
|
||
|
private static int SlashP2Hash = Animator.StringToHash("SlashP2");
|
||
|
|
||
|
private static int SlashP3Hash = Animator.StringToHash("SlashP3");
|
||
|
|
||
|
private static int SlashComboParamHash = Animator.StringToHash("SlashCombo.playbackRate");
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
base.OnEnter();
|
||
|
duration = baseDuration / attackSpeedStat;
|
||
|
modelAnimator = GetModelAnimator();
|
||
|
Transform modelTransform = GetModelTransform();
|
||
|
attack = new OverlapAttack();
|
||
|
attack.attacker = base.gameObject;
|
||
|
attack.inflictor = base.gameObject;
|
||
|
attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
|
||
|
attack.damage = damageCoefficient * damageStat;
|
||
|
attack.hitEffectPrefab = hitEffectPrefab;
|
||
|
attack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
|
||
|
Util.PlaySound(attackString, base.gameObject);
|
||
|
string hitboxGroupName = "";
|
||
|
int animationStateHash = -1;
|
||
|
switch (slashComboPermutation)
|
||
|
{
|
||
|
case SlashComboPermutation.Slash1:
|
||
|
hitboxGroupName = "DaggerLeft";
|
||
|
animationStateHash = SlashP1Hash;
|
||
|
break;
|
||
|
case SlashComboPermutation.Slash2:
|
||
|
hitboxGroupName = "DaggerLeft";
|
||
|
animationStateHash = SlashP2Hash;
|
||
|
break;
|
||
|
case SlashComboPermutation.Final:
|
||
|
hitboxGroupName = "DaggerLeft";
|
||
|
animationStateHash = SlashP3Hash;
|
||
|
break;
|
||
|
}
|
||
|
if ((bool)modelTransform)
|
||
|
{
|
||
|
attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == hitboxGroupName);
|
||
|
}
|
||
|
if ((bool)modelAnimator)
|
||
|
{
|
||
|
PlayAnimation("Gesture, Override", animationStateHash, SlashComboParamHash, duration * mecanimDurationCoefficient);
|
||
|
PlayAnimation("Gesture, Additive", animationStateHash, SlashComboParamHash, duration * mecanimDurationCoefficient);
|
||
|
}
|
||
|
if ((bool)base.characterBody)
|
||
|
{
|
||
|
base.characterBody.SetAimTimer(2f);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void FixedUpdate()
|
||
|
{
|
||
|
base.FixedUpdate();
|
||
|
if (NetworkServer.active && (bool)modelAnimator && modelAnimator.GetFloat("SlashCombo.hitBoxActive") > 0.1f)
|
||
|
{
|
||
|
if (!hasSlashed)
|
||
|
{
|
||
|
EffectManager.SimpleMuzzleFlash(swingEffectPrefab, base.gameObject, "SwingCenter", transmit: true);
|
||
|
HealthComponent healthComponent = base.characterBody.healthComponent;
|
||
|
CharacterDirection component = base.characterBody.GetComponent<CharacterDirection>();
|
||
|
if ((bool)healthComponent)
|
||
|
{
|
||
|
healthComponent.TakeDamageForce(selfForceMagnitude * component.forward, alwaysApply: true);
|
||
|
}
|
||
|
hasSlashed = true;
|
||
|
}
|
||
|
attack.forceVector = base.transform.forward * forceMagnitude;
|
||
|
attack.Fire();
|
||
|
}
|
||
|
if (!(base.fixedAge >= duration) || !base.isAuthority)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if ((bool)base.inputBank && base.inputBank.skill1.down)
|
||
|
{
|
||
|
SlashCombo slashCombo = new SlashCombo();
|
||
|
switch (slashComboPermutation)
|
||
|
{
|
||
|
case SlashComboPermutation.Slash1:
|
||
|
slashCombo.slashComboPermutation = SlashComboPermutation.Slash2;
|
||
|
break;
|
||
|
case SlashComboPermutation.Slash2:
|
||
|
slashCombo.slashComboPermutation = SlashComboPermutation.Slash1;
|
||
|
break;
|
||
|
}
|
||
|
outer.SetNextState(slashCombo);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
outer.SetNextStateToMain();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override InterruptPriority GetMinimumInterruptPriority()
|
||
|
{
|
||
|
return InterruptPriority.PrioritySkill;
|
||
|
}
|
||
|
}
|