291 lines
7.1 KiB
C#
291 lines
7.1 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using RoR2;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace EntityStates;
|
||
|
|
||
|
public class BaseState : EntityState
|
||
|
{
|
||
|
protected struct HitStopCachedState
|
||
|
{
|
||
|
public Vector3 characterVelocity;
|
||
|
|
||
|
public string playbackName;
|
||
|
|
||
|
public float playbackRate;
|
||
|
}
|
||
|
|
||
|
protected float attackSpeedStat = 1f;
|
||
|
|
||
|
protected float damageStat;
|
||
|
|
||
|
protected float critStat;
|
||
|
|
||
|
protected float moveSpeedStat;
|
||
|
|
||
|
private const float defaultAimDuration = 2f;
|
||
|
|
||
|
protected bool isGrounded
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if ((bool)base.characterMotor)
|
||
|
{
|
||
|
return base.characterMotor.isGrounded;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void Reset()
|
||
|
{
|
||
|
base.Reset();
|
||
|
attackSpeedStat = 1f;
|
||
|
damageStat = 0f;
|
||
|
critStat = 0f;
|
||
|
moveSpeedStat = 0f;
|
||
|
}
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
base.OnEnter();
|
||
|
if ((bool)base.characterBody)
|
||
|
{
|
||
|
attackSpeedStat = base.characterBody.attackSpeed;
|
||
|
damageStat = base.characterBody.damage;
|
||
|
critStat = base.characterBody.crit;
|
||
|
moveSpeedStat = base.characterBody.moveSpeed;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected Ray GetAimRay()
|
||
|
{
|
||
|
if ((bool)base.inputBank)
|
||
|
{
|
||
|
return new Ray(base.inputBank.aimOrigin, base.inputBank.aimDirection);
|
||
|
}
|
||
|
return new Ray(base.transform.position, base.transform.forward);
|
||
|
}
|
||
|
|
||
|
protected void AddRecoil(float verticalMin, float verticalMax, float horizontalMin, float horizontalMax)
|
||
|
{
|
||
|
base.cameraTargetParams.AddRecoil(verticalMin, verticalMax, horizontalMin, horizontalMax);
|
||
|
}
|
||
|
|
||
|
public OverlapAttack InitMeleeOverlap(float damageCoefficient, GameObject hitEffectPrefab, Transform modelTransform, string hitboxGroupName)
|
||
|
{
|
||
|
OverlapAttack overlapAttack = new OverlapAttack();
|
||
|
overlapAttack.attacker = base.gameObject;
|
||
|
overlapAttack.inflictor = base.gameObject;
|
||
|
overlapAttack.teamIndex = TeamComponent.GetObjectTeam(overlapAttack.attacker);
|
||
|
overlapAttack.damage = damageCoefficient * damageStat;
|
||
|
overlapAttack.hitEffectPrefab = hitEffectPrefab;
|
||
|
overlapAttack.isCrit = RollCrit();
|
||
|
if ((bool)modelTransform)
|
||
|
{
|
||
|
overlapAttack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == hitboxGroupName);
|
||
|
}
|
||
|
return overlapAttack;
|
||
|
}
|
||
|
|
||
|
public bool FireMeleeOverlap(OverlapAttack attack, Animator animator, string mecanimHitboxActiveParameter, float forceMagnitude, bool calculateForceVector = true)
|
||
|
{
|
||
|
bool result = false;
|
||
|
if ((bool)animator && animator.GetFloat(mecanimHitboxActiveParameter) > 0.1f)
|
||
|
{
|
||
|
if (calculateForceVector)
|
||
|
{
|
||
|
attack.forceVector = base.transform.forward * forceMagnitude;
|
||
|
}
|
||
|
result = attack.Fire();
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public bool FireMeleeOverlap(OverlapAttack attack, Animator animator, int mecanimHitboxActiveParameterHash, float forceMagnitude, bool calculateForceVector = true)
|
||
|
{
|
||
|
bool result = false;
|
||
|
if ((bool)animator && animator.GetFloat(mecanimHitboxActiveParameterHash) > 0.1f)
|
||
|
{
|
||
|
if (calculateForceVector)
|
||
|
{
|
||
|
attack.forceVector = base.transform.forward * forceMagnitude;
|
||
|
}
|
||
|
result = attack.Fire();
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public void SmallHop(CharacterMotor characterMotor, float smallHopVelocity)
|
||
|
{
|
||
|
if ((bool)characterMotor)
|
||
|
{
|
||
|
characterMotor.Motor.ForceUnground();
|
||
|
characterMotor.velocity = new Vector3(characterMotor.velocity.x, Mathf.Max(characterMotor.velocity.y, smallHopVelocity), characterMotor.velocity.z);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected HitStopCachedState CreateHitStopCachedState(CharacterMotor characterMotor, Animator animator, string playbackRateAnimationParameter)
|
||
|
{
|
||
|
HitStopCachedState result = default(HitStopCachedState);
|
||
|
result.characterVelocity = new Vector3(characterMotor.velocity.x, Mathf.Max(0f, characterMotor.velocity.y), characterMotor.velocity.z);
|
||
|
result.playbackName = playbackRateAnimationParameter;
|
||
|
result.playbackRate = animator.GetFloat(result.playbackName);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
protected void ConsumeHitStopCachedState(HitStopCachedState hitStopCachedState, CharacterMotor characterMotor, Animator animator)
|
||
|
{
|
||
|
characterMotor.velocity = hitStopCachedState.characterVelocity;
|
||
|
animator.SetFloat(hitStopCachedState.playbackName, hitStopCachedState.playbackRate);
|
||
|
}
|
||
|
|
||
|
protected void StartAimMode(float duration = 2f, bool snap = false)
|
||
|
{
|
||
|
StartAimMode(GetAimRay(), duration, snap);
|
||
|
}
|
||
|
|
||
|
protected void StartAimMode(Ray aimRay, float duration = 2f, bool snap = false)
|
||
|
{
|
||
|
if ((bool)base.characterDirection && aimRay.direction != Vector3.zero)
|
||
|
{
|
||
|
if (snap)
|
||
|
{
|
||
|
base.characterDirection.forward = aimRay.direction;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
base.characterDirection.moveVector = aimRay.direction;
|
||
|
}
|
||
|
}
|
||
|
if ((bool)base.characterBody)
|
||
|
{
|
||
|
base.characterBody.SetAimTimer(duration);
|
||
|
}
|
||
|
if (!base.modelLocator)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
Transform modelTransform = base.modelLocator.modelTransform;
|
||
|
if ((bool)modelTransform)
|
||
|
{
|
||
|
AimAnimator component = modelTransform.GetComponent<AimAnimator>();
|
||
|
if ((bool)component && snap)
|
||
|
{
|
||
|
component.AimImmediate();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected bool RollCrit()
|
||
|
{
|
||
|
if ((bool)base.characterBody && (bool)base.characterBody.master)
|
||
|
{
|
||
|
return Util.CheckRoll(critStat, base.characterBody.master);
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
protected Transform FindModelChild(string childName)
|
||
|
{
|
||
|
ChildLocator modelChildLocator = GetModelChildLocator();
|
||
|
if ((bool)modelChildLocator)
|
||
|
{
|
||
|
return modelChildLocator.FindChild(childName);
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
protected T FindModelChildComponent<T>(string childName)
|
||
|
{
|
||
|
ChildLocator modelChildLocator = GetModelChildLocator();
|
||
|
if ((bool)modelChildLocator)
|
||
|
{
|
||
|
return modelChildLocator.FindChildComponent<T>(childName);
|
||
|
}
|
||
|
return default(T);
|
||
|
}
|
||
|
|
||
|
protected GameObject FindModelChildGameObject(string childName)
|
||
|
{
|
||
|
ChildLocator modelChildLocator = GetModelChildLocator();
|
||
|
if ((bool)modelChildLocator)
|
||
|
{
|
||
|
return modelChildLocator.FindChildGameObject(childName);
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public TeamIndex GetTeam()
|
||
|
{
|
||
|
return TeamComponent.GetObjectTeam(base.gameObject);
|
||
|
}
|
||
|
|
||
|
public bool HasBuff(BuffIndex buffType)
|
||
|
{
|
||
|
if ((bool)base.characterBody)
|
||
|
{
|
||
|
return base.characterBody.HasBuff(buffType);
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool HasBuff(BuffDef buffType)
|
||
|
{
|
||
|
if ((bool)base.characterBody)
|
||
|
{
|
||
|
return base.characterBody.HasBuff(buffType);
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public int GetBuffCount(BuffIndex buffType)
|
||
|
{
|
||
|
if (!base.characterBody)
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
return base.characterBody.GetBuffCount(buffType);
|
||
|
}
|
||
|
|
||
|
public int GetBuffCount(BuffDef buffType)
|
||
|
{
|
||
|
if (!base.characterBody)
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
return base.characterBody.GetBuffCount(buffType);
|
||
|
}
|
||
|
|
||
|
protected void AttemptToStartSprint()
|
||
|
{
|
||
|
if ((bool)base.inputBank)
|
||
|
{
|
||
|
base.inputBank.sprint.down = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected HitBoxGroup FindHitBoxGroup(string groupName)
|
||
|
{
|
||
|
Transform modelTransform = GetModelTransform();
|
||
|
if (!modelTransform)
|
||
|
{
|
||
|
return null;
|
||
|
}
|
||
|
HitBoxGroup result = null;
|
||
|
List<HitBoxGroup> gameObjectComponents = GetComponentsCache<HitBoxGroup>.GetGameObjectComponents(modelTransform.gameObject);
|
||
|
int i = 0;
|
||
|
for (int count = gameObjectComponents.Count; i < count; i++)
|
||
|
{
|
||
|
if (gameObjectComponents[i].groupName == groupName)
|
||
|
{
|
||
|
result = gameObjectComponents[i];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
GetComponentsCache<HitBoxGroup>.ReturnBuffer(gameObjectComponents);
|
||
|
return result;
|
||
|
}
|
||
|
}
|