96 lines
2.2 KiB
C#
96 lines
2.2 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.VoidBarnacle.Weapon;
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public class ChargeFire : BaseState
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{
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public GameObject chargeVfxPrefab;
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[SerializeField]
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public string attackSoundEffect;
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateName;
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private float _chargingDuration;
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private float _totalDuration;
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private float _crossFadeDuration;
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private GameObject _chargeVfxInstance;
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public override void OnEnter()
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{
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base.OnEnter();
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_totalDuration = baseDuration / attackSpeedStat;
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_crossFadeDuration = _totalDuration * 0.25f;
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_chargingDuration = _totalDuration - _crossFadeDuration;
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Transform modelTransform = GetModelTransform();
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Util.PlayAttackSpeedSound(attackSoundEffect, base.gameObject, attackSpeedStat);
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if (modelTransform != null)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild("MuzzleMouth");
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if ((bool)transform && (bool)chargeVfxPrefab)
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{
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_chargeVfxInstance = Object.Instantiate(chargeVfxPrefab, transform.position, transform.rotation, transform);
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ScaleParticleSystemDuration component2 = _chargeVfxInstance.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component2)
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{
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component2.newDuration = _totalDuration;
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}
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}
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}
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}
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PlayCrossfade(animationLayerName, animationStateName, animationPlaybackRateName, _chargingDuration, _crossFadeDuration);
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}
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public override void Update()
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{
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base.Update();
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if ((bool)_chargeVfxInstance)
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{
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Ray aimRay = GetAimRay();
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_chargeVfxInstance.transform.forward = aimRay.direction;
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}
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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.fixedAge >= _totalDuration && base.isAuthority)
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{
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Fire nextState = new Fire();
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outer.SetNextState(nextState);
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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if ((bool)_chargeVfxInstance)
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{
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EntityState.Destroy(_chargeVfxInstance);
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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.Skill;
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}
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}
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