94 lines
2.1 KiB
C#
94 lines
2.1 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.VoidSurvivor.Weapon;
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public class ChargeMegaBlaster : BaseSkillState
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{
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[SerializeField]
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public float minimumDuration = 0.1f;
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[SerializeField]
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public float baseDuration = 2f;
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[SerializeField]
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public GameObject chargeEffectPrefab;
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[SerializeField]
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public string muzzle;
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[SerializeField]
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public string chargeSoundString;
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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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private float duration;
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private uint soundID;
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private GameObject chargeEffectInstance;
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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soundID = Util.PlayAttackSpeedSound(chargeSoundString, base.gameObject, attackSpeedStat);
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PlayAnimation(animationLayerName, animationStateName);
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base.characterBody.SetAimTimer(duration + 1f);
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Transform transform = FindModelChild(muzzle);
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if ((bool)transform && (bool)chargeEffectPrefab)
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{
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chargeEffectInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
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chargeEffectInstance.transform.parent = transform;
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ScaleParticleSystemDuration component = chargeEffectInstance.GetComponent<ScaleParticleSystemDuration>();
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ObjectScaleCurve component2 = chargeEffectInstance.GetComponent<ObjectScaleCurve>();
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if ((bool)component)
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{
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component.newDuration = duration;
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}
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if ((bool)component2)
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{
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component2.timeMax = duration;
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}
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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.isAuthority)
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{
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if (base.fixedAge >= duration)
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{
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outer.SetNextState(new ReadyMegaBlaster
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{
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activatorSkillSlot = base.activatorSkillSlot
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});
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}
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else if (!IsKeyDownAuthority() && base.fixedAge > minimumDuration)
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{
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outer.SetNextState(new FireMegaBlasterSmall());
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}
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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 ((bool)chargeEffectInstance)
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{
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EntityState.Destroy(chargeEffectInstance);
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}
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AkSoundEngine.StopPlayingID(soundID);
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base.OnExit();
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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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}
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