124 lines
3.4 KiB
C#
124 lines
3.4 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Loader;
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public class GroundSlam : BaseCharacterMain
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{
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public static float airControl;
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public static float minimumDuration;
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public static float blastRadius;
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public static float blastProcCoefficient;
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public static float blastDamageCoefficient;
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public static float blastForce;
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public static string enterSoundString;
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public static float initialVerticalVelocity;
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public static float exitVerticalVelocity;
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public static float verticalAcceleration;
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public static float exitSlowdownCoefficient;
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public static Vector3 blastBonusForce;
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public static GameObject blastImpactEffectPrefab;
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public static GameObject blastEffectPrefab;
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public static GameObject fistEffectPrefab;
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private float previousAirControl;
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private GameObject leftFistEffectInstance;
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private GameObject rightFistEffectInstance;
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private bool detonateNextFrame;
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public override void OnEnter()
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{
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base.OnEnter();
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PlayCrossfade("Body", "GroundSlam", 0.2f);
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if (base.isAuthority)
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{
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base.characterMotor.onMovementHit += OnMovementHit;
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base.characterMotor.velocity.y = initialVerticalVelocity;
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}
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Util.PlaySound(enterSoundString, base.gameObject);
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previousAirControl = base.characterMotor.airControl;
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base.characterMotor.airControl = airControl;
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leftFistEffectInstance = Object.Instantiate(fistEffectPrefab, FindModelChild("MechHandR"));
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rightFistEffectInstance = Object.Instantiate(fistEffectPrefab, FindModelChild("MechHandL"));
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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 && (bool)base.characterMotor)
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{
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base.characterMotor.moveDirection = base.inputBank.moveVector;
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base.characterDirection.moveVector = base.characterMotor.moveDirection;
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base.characterMotor.velocity.y += verticalAcceleration * GetDeltaTime();
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if (base.fixedAge >= minimumDuration && (detonateNextFrame || base.characterMotor.Motor.GroundingStatus.IsStableOnGround))
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{
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DetonateAuthority();
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outer.SetNextStateToMain();
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}
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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 (base.isAuthority)
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{
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base.characterMotor.onMovementHit -= OnMovementHit;
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base.characterMotor.Motor.ForceUnground();
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base.characterMotor.velocity *= exitSlowdownCoefficient;
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base.characterMotor.velocity.y = exitVerticalVelocity;
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}
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base.characterMotor.airControl = previousAirControl;
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EntityState.Destroy(leftFistEffectInstance);
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EntityState.Destroy(rightFistEffectInstance);
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base.OnExit();
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}
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private void OnMovementHit(ref CharacterMotor.MovementHitInfo movementHitInfo)
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{
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detonateNextFrame = true;
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}
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protected BlastAttack.Result DetonateAuthority()
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{
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Vector3 footPosition = base.characterBody.footPosition;
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EffectManager.SpawnEffect(blastEffectPrefab, new EffectData
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{
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origin = footPosition,
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scale = blastRadius
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}, transmit: true);
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return new BlastAttack
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{
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attacker = base.gameObject,
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baseDamage = damageStat * blastDamageCoefficient,
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baseForce = blastForce,
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bonusForce = blastBonusForce,
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crit = RollCrit(),
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damageType = DamageType.Stun1s,
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falloffModel = BlastAttack.FalloffModel.None,
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procCoefficient = blastProcCoefficient,
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radius = blastRadius,
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position = footPosition,
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attackerFiltering = AttackerFiltering.NeverHitSelf,
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impactEffect = EffectCatalog.FindEffectIndexFromPrefab(blastImpactEffectPrefab),
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teamIndex = base.teamComponent.teamIndex
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}.Fire();
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}
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}
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