142 lines
4.0 KiB
C#
142 lines
4.0 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.Chef;
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public class Glaze : BaseState
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{
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public static GameObject effectPrefab;
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public static GameObject projectilePrefab;
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public static int grenadeCountMax = 3;
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public static float damageCoefficient;
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public static float fireDuration = 3f;
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public static float baseDuration = 2f;
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public static float arcAngle = 7f;
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public static float recoilAmplitude = 1f;
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public static string attackSoundString;
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public static float spreadBloomValue = 0.3f;
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public static float minimumTimeBetweenShots = 0.025f;
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public static float maximumTimeBetweenShots = 0.1f;
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public static float xDeviationSpread = 1f;
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private Ray projectileRay;
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private Transform modelTransform;
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private float duration;
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private float fireTimer;
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private int grenadeCount;
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private int muzzleStringEndNum = 1;
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private void FireGrenade(string targetMuzzle)
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{
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Util.PlaySound(attackSoundString, base.gameObject);
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projectileRay = GetAimRay();
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild(targetMuzzle);
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if ((bool)transform)
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{
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projectileRay.origin = transform.position;
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}
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}
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}
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AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
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}
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if (base.isAuthority)
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{
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float x = Random.Range(0f, base.characterBody.spreadBloomAngle + xDeviationSpread);
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float z = Random.Range(0f, 360f);
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Vector3 up = Vector3.up;
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Vector3 axis = Vector3.Cross(up, projectileRay.direction);
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Vector3 vector = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward);
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float y = vector.y;
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vector.y = 0f;
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float angle = Mathf.Atan2(vector.z, vector.x) * 57.29578f - 90f;
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float angle2 = Mathf.Atan2(y, vector.magnitude) * 57.29578f + arcAngle;
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Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * projectileRay.direction);
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = projectileRay.origin;
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fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(forward);
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat * damageCoefficient;
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fireProjectileInfo.force = 0f;
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fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
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fireProjectileInfo.damageTypeOverride = DamageType.WeakOnHit;
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ProjectileManager.instance.FireProjectile(fireProjectileInfo);
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}
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base.characterBody.AddSpreadBloom(spreadBloomValue);
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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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duration = baseDuration / attackSpeedStat;
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modelTransform = GetModelTransform();
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PlayAnimation("Gesture, Override", "ChefGlazeStart", "ChefGlazeStart.playbackRate", duration);
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StartAimMode();
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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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if (base.fixedAge >= duration)
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{
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fireTimer -= GetDeltaTime();
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float num = Random.Range(minimumTimeBetweenShots, maximumTimeBetweenShots) + fireDuration / attackSpeedStat / (float)grenadeCountMax;
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if (fireTimer <= 0f && grenadeCount < grenadeCountMax)
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{
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fireTimer += num;
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arcAngle = Random.Range(-6, -12);
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PlayCrossfade("Gesture, Additive", "ChefGlazeRecoil", 0.2f);
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FireGrenade("MuzzleGlaze" + muzzleStringEndNum);
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muzzleStringEndNum++;
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if (muzzleStringEndNum > 5)
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{
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muzzleStringEndNum = 1;
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}
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grenadeCount++;
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}
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}
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if (base.isAuthority && grenadeCount >= grenadeCountMax)
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{
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PlayCrossfade("Gesture, Override", "ChefGlazeExit", 0.2f);
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PlayCrossfade("Gesture, Additive", "ChefGlazeExit", 0.2f);
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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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