106 lines
3.1 KiB
C#
106 lines
3.1 KiB
C#
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using System;
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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.VagrantMonster.Weapon;
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public class JellyStorm : BaseState
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{
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private float stopwatch;
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private float missileStopwatch;
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public static float stormDuration;
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public static float stormToIdleTransitionDuration;
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public static string stormPointChildString;
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public static float missileSpawnFrequency;
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public static float missileSpawnDelay;
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public static int missileTurretCount;
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public static float missileTurretYawFrequency;
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public static float missileTurretPitchFrequency;
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public static float missileTurretPitchMagnitude;
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public static float missileSpeed;
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public static float damageCoefficient;
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public static GameObject projectilePrefab;
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public static GameObject effectPrefab;
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private bool beginExitTransition;
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private ChildLocator childLocator;
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private static int StormEnterStateHash = Animator.StringToHash("StormEnter");
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public override void OnEnter()
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{
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base.OnEnter();
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missileStopwatch -= missileSpawnDelay;
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if ((bool)base.sfxLocator && base.sfxLocator.barkSound != "")
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{
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Util.PlaySound(base.sfxLocator.barkSound, base.gameObject);
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}
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PlayAnimation("Gesture", StormEnterStateHash);
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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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childLocator = modelTransform.GetComponent<ChildLocator>();
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if ((bool)childLocator)
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{
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_ = (bool)childLocator.FindChild(stormPointChildString);
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}
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}
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}
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private void FireBlob(Ray aimRay, float bonusPitch, float bonusYaw, float speed)
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{
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Vector3 forward = Util.ApplySpread(aimRay.direction, 0f, 0f, 1f, 1f, bonusYaw, bonusPitch);
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, speed);
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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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float deltaTime = GetDeltaTime();
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stopwatch += deltaTime;
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missileStopwatch += deltaTime;
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if (missileStopwatch >= 1f / missileSpawnFrequency && !beginExitTransition)
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{
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missileStopwatch -= 1f / missileSpawnFrequency;
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Transform transform = childLocator.FindChild(stormPointChildString);
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if ((bool)transform)
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{
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for (int i = 0; i < missileTurretCount; i++)
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{
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float bonusYaw = 360f / (float)missileTurretCount * (float)i + 360f * missileTurretYawFrequency * stopwatch;
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float bonusPitch = Mathf.Sin(MathF.PI * 2f * missileTurretPitchFrequency * stopwatch) * missileTurretPitchMagnitude;
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Ray aimRay = default(Ray);
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aimRay.origin = transform.position;
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aimRay.direction = transform.transform.forward;
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FireBlob(aimRay, bonusPitch, bonusYaw, missileSpeed);
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}
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}
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}
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if (stopwatch >= stormDuration - stormToIdleTransitionDuration && !beginExitTransition)
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{
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beginExitTransition = true;
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PlayCrossfade("Gesture", "StormExit", "StormExit.playbackRate", stormToIdleTransitionDuration, 0.5f);
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}
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if (stopwatch >= stormDuration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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}
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