222 lines
7.1 KiB
C#
222 lines
7.1 KiB
C#
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using RoR2;
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using RoR2.Networking;
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using RoR2.Orbs;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Merc;
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public class FocusedAssaultDash : BasicMeleeAttack
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{
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[SerializeField]
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public float speedCoefficientOnExit;
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[SerializeField]
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public float speedCoefficient;
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[SerializeField]
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public string endSoundString;
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[SerializeField]
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public float exitSmallHop;
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[SerializeField]
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public float delayedDamageCoefficient;
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[SerializeField]
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public float delayedProcCoefficient;
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[SerializeField]
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public float delay;
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[SerializeField]
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public string enterAnimationLayerName = "FullBody, Override";
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[SerializeField]
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public string enterAnimationStateName = "AssaulterLoop";
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[SerializeField]
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public float enterAnimationCrossfadeDuration = 0.1f;
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[SerializeField]
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public string exitAnimationLayerName = "FullBody, Override";
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[SerializeField]
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public string exitAnimationStateName = "EvisLoopExit";
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[SerializeField]
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public Material enterOverlayMaterial;
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[SerializeField]
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public float enterOverlayDuration = 0.7f;
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[SerializeField]
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public GameObject delayedEffectPrefab;
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[SerializeField]
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public GameObject orbEffect;
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[SerializeField]
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public float delayPerHit;
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[SerializeField]
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public GameObject selfOnHitOverlayEffectPrefab;
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private Transform modelTransform;
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private Vector3 dashVector;
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private int originalLayer;
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private int currentHitCount;
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private Vector3 dashVelocity => dashVector * moveSpeedStat * speedCoefficient;
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public override void OnEnter()
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{
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base.OnEnter();
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dashVector = base.inputBank.aimDirection;
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originalLayer = base.gameObject.layer;
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base.gameObject.layer = LayerIndex.GetAppropriateFakeLayerForTeam(base.teamComponent.teamIndex).intVal;
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base.characterMotor.Motor.RebuildCollidableLayers();
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base.characterMotor.Motor.ForceUnground();
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base.characterMotor.velocity = Vector3.zero;
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modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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TemporaryOverlayInstance temporaryOverlayInstance = TemporaryOverlayManager.AddOverlay(modelTransform.gameObject);
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temporaryOverlayInstance.duration = enterOverlayDuration;
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temporaryOverlayInstance.animateShaderAlpha = true;
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temporaryOverlayInstance.alphaCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
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temporaryOverlayInstance.destroyComponentOnEnd = true;
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temporaryOverlayInstance.originalMaterial = enterOverlayMaterial;
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temporaryOverlayInstance.AddToCharacterModel(modelTransform.GetComponent<CharacterModel>());
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}
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PlayCrossfade(enterAnimationLayerName, enterAnimationStateName, enterAnimationCrossfadeDuration);
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base.characterDirection.forward = base.characterMotor.velocity.normalized;
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if (NetworkServer.active)
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{
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base.characterBody.AddBuff(RoR2Content.Buffs.HiddenInvincibility);
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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 (NetworkServer.active)
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{
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base.characterBody.RemoveBuff(RoR2Content.Buffs.HiddenInvincibility);
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}
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base.characterMotor.velocity *= speedCoefficientOnExit;
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SmallHop(base.characterMotor, exitSmallHop);
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Util.PlaySound(endSoundString, base.gameObject);
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PlayAnimation(exitAnimationLayerName, exitAnimationStateName);
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base.gameObject.layer = originalLayer;
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base.characterMotor.Motor.RebuildCollidableLayers();
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base.OnExit();
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}
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protected override void PlayAnimation()
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{
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base.PlayAnimation();
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PlayCrossfade(enterAnimationLayerName, enterAnimationStateName, enterAnimationCrossfadeDuration);
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}
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protected override void AuthorityFixedUpdate()
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{
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base.AuthorityFixedUpdate();
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if (!base.authorityInHitPause)
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{
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base.characterMotor.rootMotion += dashVelocity * GetDeltaTime();
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base.characterDirection.forward = dashVelocity;
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base.characterDirection.moveVector = dashVelocity;
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base.characterBody.isSprinting = true;
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}
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}
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protected override void AuthorityModifyOverlapAttack(OverlapAttack overlapAttack)
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{
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base.AuthorityModifyOverlapAttack(overlapAttack);
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overlapAttack.damage = damageCoefficient * damageStat;
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}
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protected override void OnMeleeHitAuthority()
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{
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base.OnMeleeHitAuthority();
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float num = hitPauseDuration / attackSpeedStat;
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if ((bool)selfOnHitOverlayEffectPrefab && num > 1f / 30f)
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{
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EffectData effectData = new EffectData
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{
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origin = base.transform.position,
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genericFloat = hitPauseDuration / attackSpeedStat
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};
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effectData.SetNetworkedObjectReference(base.gameObject);
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EffectManager.SpawnEffect(selfOnHitOverlayEffectPrefab, effectData, transmit: true);
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}
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foreach (HurtBox hitResult in hitResults)
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{
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currentHitCount++;
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float damageValue = base.characterBody.damage * delayedDamageCoefficient;
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float num2 = delay + delayPerHit * (float)currentHitCount;
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bool isCrit = RollCrit();
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HandleHit(base.gameObject, hitResult, damageValue, delayedProcCoefficient, isCrit, num2, orbEffect, delayedEffectPrefab);
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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.PrioritySkill;
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}
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private static void HandleHit(GameObject attackerObject, HurtBox victimHurtBox, float damageValue, float procCoefficient, bool isCrit, float delay, GameObject orbEffectPrefab, GameObject orbImpactEffectPrefab)
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{
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if (!NetworkServer.active)
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{
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NetworkWriter networkWriter = new NetworkWriter();
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networkWriter.StartMessage(77);
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networkWriter.Write(attackerObject);
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networkWriter.Write(HurtBoxReference.FromHurtBox(victimHurtBox));
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networkWriter.Write(damageValue);
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networkWriter.Write(procCoefficient);
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networkWriter.Write(isCrit);
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networkWriter.Write(delay);
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networkWriter.WriteEffectIndex(EffectCatalog.FindEffectIndexFromPrefab(orbEffectPrefab));
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networkWriter.WriteEffectIndex(EffectCatalog.FindEffectIndexFromPrefab(orbImpactEffectPrefab));
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networkWriter.FinishMessage();
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ClientScene.readyConnection?.SendWriter(networkWriter, QosChannelIndex.defaultReliable.intVal);
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}
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else if ((bool)victimHurtBox && (bool)victimHurtBox.healthComponent)
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{
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SetStateOnHurt.SetStunOnObject(victimHurtBox.healthComponent.gameObject, delay);
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OrbManager.instance.AddOrb(new DelayedHitOrb
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{
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attacker = attackerObject,
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target = victimHurtBox,
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damageColorIndex = DamageColorIndex.Default,
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damageValue = damageValue,
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damageType = DamageType.ApplyMercExpose,
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isCrit = isCrit,
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procChainMask = default(ProcChainMask),
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procCoefficient = procCoefficient,
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delay = delay,
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orbEffect = orbEffectPrefab,
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delayedEffectPrefab = orbImpactEffectPrefab
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});
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}
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}
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[NetworkMessageHandler(msgType = 77, client = false, server = true)]
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private static void HandleReportMercFocusedAssaultHitReplaceMeLater(NetworkMessage netMsg)
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{
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GameObject attackerObject = netMsg.reader.ReadGameObject();
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HurtBox victimHurtBox = netMsg.reader.ReadHurtBoxReference().ResolveHurtBox();
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float damageValue = netMsg.reader.ReadSingle();
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float num = netMsg.reader.ReadSingle();
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bool isCrit = netMsg.reader.ReadBoolean();
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float num2 = netMsg.reader.ReadSingle();
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GameObject orbEffectPrefab = EffectCatalog.GetEffectDef(netMsg.reader.ReadEffectIndex())?.prefab ?? null;
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GameObject orbImpactEffectPrefab = EffectCatalog.GetEffectDef(netMsg.reader.ReadEffectIndex())?.prefab ?? null;
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HandleHit(attackerObject, victimHurtBox, damageValue, num, isCrit, num2, orbEffectPrefab, orbImpactEffectPrefab);
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}
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}
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