r2mods/ilspy_dump/ror2_csproj/EntityStates.Merc/FocusedAssaultDash.cs

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7.1 KiB
C#
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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Networking;
using RoR2.Orbs;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Merc;
public class FocusedAssaultDash : BasicMeleeAttack
{
[SerializeField]
public float speedCoefficientOnExit;
[SerializeField]
public float speedCoefficient;
[SerializeField]
public string endSoundString;
[SerializeField]
public float exitSmallHop;
[SerializeField]
public float delayedDamageCoefficient;
[SerializeField]
public float delayedProcCoefficient;
[SerializeField]
public float delay;
[SerializeField]
public string enterAnimationLayerName = "FullBody, Override";
[SerializeField]
public string enterAnimationStateName = "AssaulterLoop";
[SerializeField]
public float enterAnimationCrossfadeDuration = 0.1f;
[SerializeField]
public string exitAnimationLayerName = "FullBody, Override";
[SerializeField]
public string exitAnimationStateName = "EvisLoopExit";
[SerializeField]
public Material enterOverlayMaterial;
[SerializeField]
public float enterOverlayDuration = 0.7f;
[SerializeField]
public GameObject delayedEffectPrefab;
[SerializeField]
public GameObject orbEffect;
[SerializeField]
public float delayPerHit;
[SerializeField]
public GameObject selfOnHitOverlayEffectPrefab;
private Transform modelTransform;
private Vector3 dashVector;
private int originalLayer;
private int currentHitCount;
private Vector3 dashVelocity => dashVector * moveSpeedStat * speedCoefficient;
public override void OnEnter()
{
base.OnEnter();
dashVector = base.inputBank.aimDirection;
originalLayer = base.gameObject.layer;
base.gameObject.layer = LayerIndex.GetAppropriateFakeLayerForTeam(base.teamComponent.teamIndex).intVal;
base.characterMotor.Motor.RebuildCollidableLayers();
base.characterMotor.Motor.ForceUnground();
base.characterMotor.velocity = Vector3.zero;
modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
TemporaryOverlayInstance temporaryOverlayInstance = TemporaryOverlayManager.AddOverlay(modelTransform.gameObject);
temporaryOverlayInstance.duration = enterOverlayDuration;
temporaryOverlayInstance.animateShaderAlpha = true;
temporaryOverlayInstance.alphaCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
temporaryOverlayInstance.destroyComponentOnEnd = true;
temporaryOverlayInstance.originalMaterial = enterOverlayMaterial;
temporaryOverlayInstance.AddToCharacterModel(modelTransform.GetComponent<CharacterModel>());
}
PlayCrossfade(enterAnimationLayerName, enterAnimationStateName, enterAnimationCrossfadeDuration);
base.characterDirection.forward = base.characterMotor.velocity.normalized;
if (NetworkServer.active)
{
base.characterBody.AddBuff(RoR2Content.Buffs.HiddenInvincibility);
}
}
public override void OnExit()
{
if (NetworkServer.active)
{
base.characterBody.RemoveBuff(RoR2Content.Buffs.HiddenInvincibility);
}
base.characterMotor.velocity *= speedCoefficientOnExit;
SmallHop(base.characterMotor, exitSmallHop);
Util.PlaySound(endSoundString, base.gameObject);
PlayAnimation(exitAnimationLayerName, exitAnimationStateName);
base.gameObject.layer = originalLayer;
base.characterMotor.Motor.RebuildCollidableLayers();
base.OnExit();
}
protected override void PlayAnimation()
{
base.PlayAnimation();
PlayCrossfade(enterAnimationLayerName, enterAnimationStateName, enterAnimationCrossfadeDuration);
}
protected override void AuthorityFixedUpdate()
{
base.AuthorityFixedUpdate();
if (!base.authorityInHitPause)
{
base.characterMotor.rootMotion += dashVelocity * GetDeltaTime();
base.characterDirection.forward = dashVelocity;
base.characterDirection.moveVector = dashVelocity;
base.characterBody.isSprinting = true;
}
}
protected override void AuthorityModifyOverlapAttack(OverlapAttack overlapAttack)
{
base.AuthorityModifyOverlapAttack(overlapAttack);
overlapAttack.damage = damageCoefficient * damageStat;
}
protected override void OnMeleeHitAuthority()
{
base.OnMeleeHitAuthority();
float num = hitPauseDuration / attackSpeedStat;
if ((bool)selfOnHitOverlayEffectPrefab && num > 1f / 30f)
{
EffectData effectData = new EffectData
{
origin = base.transform.position,
genericFloat = hitPauseDuration / attackSpeedStat
};
effectData.SetNetworkedObjectReference(base.gameObject);
EffectManager.SpawnEffect(selfOnHitOverlayEffectPrefab, effectData, transmit: true);
}
foreach (HurtBox hitResult in hitResults)
{
currentHitCount++;
float damageValue = base.characterBody.damage * delayedDamageCoefficient;
float num2 = delay + delayPerHit * (float)currentHitCount;
bool isCrit = RollCrit();
HandleHit(base.gameObject, hitResult, damageValue, delayedProcCoefficient, isCrit, num2, orbEffect, delayedEffectPrefab);
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
private static void HandleHit(GameObject attackerObject, HurtBox victimHurtBox, float damageValue, float procCoefficient, bool isCrit, float delay, GameObject orbEffectPrefab, GameObject orbImpactEffectPrefab)
{
if (!NetworkServer.active)
{
NetworkWriter networkWriter = new NetworkWriter();
networkWriter.StartMessage(77);
networkWriter.Write(attackerObject);
networkWriter.Write(HurtBoxReference.FromHurtBox(victimHurtBox));
networkWriter.Write(damageValue);
networkWriter.Write(procCoefficient);
networkWriter.Write(isCrit);
networkWriter.Write(delay);
networkWriter.WriteEffectIndex(EffectCatalog.FindEffectIndexFromPrefab(orbEffectPrefab));
networkWriter.WriteEffectIndex(EffectCatalog.FindEffectIndexFromPrefab(orbImpactEffectPrefab));
networkWriter.FinishMessage();
ClientScene.readyConnection?.SendWriter(networkWriter, QosChannelIndex.defaultReliable.intVal);
}
else if ((bool)victimHurtBox && (bool)victimHurtBox.healthComponent)
{
SetStateOnHurt.SetStunOnObject(victimHurtBox.healthComponent.gameObject, delay);
OrbManager.instance.AddOrb(new DelayedHitOrb
{
attacker = attackerObject,
target = victimHurtBox,
damageColorIndex = DamageColorIndex.Default,
damageValue = damageValue,
damageType = DamageType.ApplyMercExpose,
isCrit = isCrit,
procChainMask = default(ProcChainMask),
procCoefficient = procCoefficient,
delay = delay,
orbEffect = orbEffectPrefab,
delayedEffectPrefab = orbImpactEffectPrefab
});
}
}
[NetworkMessageHandler(msgType = 77, client = false, server = true)]
private static void HandleReportMercFocusedAssaultHitReplaceMeLater(NetworkMessage netMsg)
{
GameObject attackerObject = netMsg.reader.ReadGameObject();
HurtBox victimHurtBox = netMsg.reader.ReadHurtBoxReference().ResolveHurtBox();
float damageValue = netMsg.reader.ReadSingle();
float num = netMsg.reader.ReadSingle();
bool isCrit = netMsg.reader.ReadBoolean();
float num2 = netMsg.reader.ReadSingle();
GameObject orbEffectPrefab = EffectCatalog.GetEffectDef(netMsg.reader.ReadEffectIndex())?.prefab ?? null;
GameObject orbImpactEffectPrefab = EffectCatalog.GetEffectDef(netMsg.reader.ReadEffectIndex())?.prefab ?? null;
HandleHit(attackerObject, victimHurtBox, damageValue, num, isCrit, num2, orbEffectPrefab, orbImpactEffectPrefab);
}
}