r2mods/ilspy_dump/ror2_csproj/EntityStates.Mage.Weapon/FireFireBolt.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using RoR2.Skills;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Mage.Weapon;
public class FireFireBolt : BaseState, SteppedSkillDef.IStepSetter
{
public enum Gauntlet
{
Left,
Right
}
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public GameObject muzzleflashEffectPrefab;
[SerializeField]
public float procCoefficient;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float force = 20f;
public static float attackSpeedAltAnimationThreshold;
[SerializeField]
public float baseDuration;
[SerializeField]
public string attackSoundString;
[SerializeField]
public float attackSoundPitch;
public static float bloom;
private float duration;
private bool hasFiredGauntlet;
private string muzzleString;
private Transform muzzleTransform;
private Animator animator;
private ChildLocator childLocator;
private Gauntlet gauntlet;
private static int EmptyStateHash = Animator.StringToHash("Empty");
private static int Cast1LeftStateHash = Animator.StringToHash("Cast1Left");
private static int FireGauntletLeftStateHash = Animator.StringToHash("FireGauntletLeft");
private static int Cast1RightStateHash = Animator.StringToHash("Cast1Right");
private static int FireGauntletRightStateHash = Animator.StringToHash("FireGauntletRight");
private static int HoldGauntletsUpStateHash = Animator.StringToHash("HoldGauntletsUp");
private static int FireGauntletParamHash = Animator.StringToHash("FireGauntlet.playbackRate");
public void SetStep(int i)
{
gauntlet = (Gauntlet)i;
}
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPitch);
base.characterBody.SetAimTimer(2f);
animator = GetModelAnimator();
if ((bool)animator)
{
childLocator = animator.GetComponent<ChildLocator>();
}
switch (gauntlet)
{
case Gauntlet.Left:
muzzleString = "MuzzleLeft";
if (attackSpeedStat < attackSpeedAltAnimationThreshold)
{
PlayCrossfade("Gesture, Additive", Cast1LeftStateHash, FireGauntletParamHash, duration, 0.1f);
PlayAnimation("Gesture Left, Additive", EmptyStateHash);
PlayAnimation("Gesture Right, Additive", EmptyStateHash);
}
else
{
PlayAnimation("Gesture Left, Additive", FireGauntletLeftStateHash, FireGauntletParamHash, duration);
PlayAnimation("Gesture, Additive", HoldGauntletsUpStateHash, FireGauntletParamHash, duration);
FireGauntlet();
}
break;
case Gauntlet.Right:
muzzleString = "MuzzleRight";
if (attackSpeedStat < attackSpeedAltAnimationThreshold)
{
PlayCrossfade("Gesture, Additive", Cast1RightStateHash, FireGauntletParamHash, duration, 0.1f);
PlayAnimation("Gesture Left, Additive", EmptyStateHash);
PlayAnimation("Gesture Right, Additive", EmptyStateHash);
}
else
{
PlayAnimation("Gesture Right, Additive", FireGauntletRightStateHash, FireGauntletParamHash, duration);
PlayAnimation("Gesture, Additive", HoldGauntletsUpStateHash, FireGauntletParamHash, duration);
FireGauntlet();
}
break;
}
}
public override void OnExit()
{
base.OnExit();
}
private void FireGauntlet()
{
if (!hasFiredGauntlet)
{
base.characterBody.AddSpreadBloom(bloom);
hasFiredGauntlet = true;
Ray ray = GetAimRay();
if ((bool)childLocator)
{
muzzleTransform = childLocator.FindChild(muzzleString);
}
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false);
}
if (base.isAuthority)
{
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
ProjectileManager.instance.FireProjectile(projectilePrefab, ray.origin, Util.QuaternionSafeLookRotation(ray.direction), base.gameObject, damageCoefficient * damageStat, 0f, Util.CheckRoll(critStat, base.characterBody.master));
}
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (animator.GetFloat("FireGauntlet.fire") > 0f && !hasFiredGauntlet)
{
FireGauntlet();
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
public override void OnSerialize(NetworkWriter writer)
{
base.OnSerialize(writer);
writer.Write((byte)gauntlet);
}
public override void OnDeserialize(NetworkReader reader)
{
base.OnDeserialize(reader);
gauntlet = (Gauntlet)reader.ReadByte();
}
}