71 lines
1.6 KiB
C#
71 lines
1.6 KiB
C#
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using RoR2.UI;
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using UnityEngine;
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namespace EntityStates.Bandit2.Weapon;
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public class BaseSidearmState : BaseState
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{
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public GameObject crosshairOverridePrefab;
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protected float duration;
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private Animator animator;
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private int bodySideWeaponLayerIndex;
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private CrosshairUtils.OverrideRequest crosshairOverrideRequest;
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public virtual string exitAnimationStateName => "BufferEmpty";
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public override void OnEnter()
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{
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base.OnEnter();
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animator = GetModelAnimator();
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duration = baseDuration / attackSpeedStat;
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if ((bool)animator)
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{
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bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon");
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animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f);
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}
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if ((bool)crosshairOverridePrefab)
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{
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crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairOverridePrefab, CrosshairUtils.OverridePriority.Skill);
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}
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base.characterBody.SetAimTimer(3f);
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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.isAuthority && base.characterBody.isSprinting)
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{
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outer.SetNextStateToMain();
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}
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}
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public override void OnExit()
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{
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if ((bool)animator)
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{
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animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f);
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}
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PlayAnimation("Gesture, Additive", exitAnimationStateName);
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crosshairOverrideRequest?.Dispose();
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Transform transform = FindModelChild("SpinningPistolFX");
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if ((bool)transform)
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{
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transform.gameObject.SetActive(value: false);
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}
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base.OnExit();
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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}
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