90 lines
2.4 KiB
C#
90 lines
2.4 KiB
C#
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using System;
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.AncientWispMonster;
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public class Enrage : BaseState
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{
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public static float baseDuration = 3.5f;
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public static GameObject enragePrefab;
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private Animator modelAnimator;
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private float duration;
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private bool hasCastBuff;
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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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modelAnimator = GetModelAnimator();
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if ((bool)modelAnimator)
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{
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PlayCrossfade("Gesture", "Enrage", "Enrage.playbackRate", duration, 0.2f);
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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 (NetworkServer.active && (bool)modelAnimator && modelAnimator.GetFloat("Enrage.activate") > 0.5f && !hasCastBuff)
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{
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EffectData effectData = new EffectData();
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effectData.origin = base.transform.position;
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effectData.SetNetworkedObjectReference(base.gameObject);
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EffectManager.SpawnEffect(enragePrefab, effectData, transmit: true);
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hasCastBuff = true;
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base.characterBody.AddBuff(JunkContent.Buffs.EnrageAncientWisp);
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}
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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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.PrioritySkill;
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}
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private static void PullEnemies(Vector3 position, Vector3 direction, float coneAngle, float maxDistance, float force, TeamIndex excludedTeam)
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{
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float num = Mathf.Cos(coneAngle * 0.5f * (MathF.PI / 180f));
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HGPhysics.OverlapSphere(out var colliders, position, maxDistance);
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foreach (Collider collider in colliders)
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{
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Vector3 position2 = collider.transform.position;
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Vector3 normalized = (position - position2).normalized;
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if (!(Vector3.Dot(-normalized, direction) >= num))
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{
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continue;
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}
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TeamIndex teamIndex = TeamIndex.Neutral;
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TeamComponent component = collider.GetComponent<TeamComponent>();
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if (!component)
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{
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continue;
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}
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teamIndex = component.teamIndex;
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if (teamIndex != excludedTeam)
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{
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CharacterMotor component2 = collider.GetComponent<CharacterMotor>();
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if ((bool)component2)
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{
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component2.ApplyForce(normalized * force);
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}
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Rigidbody component3 = collider.GetComponent<Rigidbody>();
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if ((bool)component3)
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{
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component3.AddForce(normalized * force, ForceMode.Impulse);
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}
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}
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}
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HGPhysics.ReturnResults(colliders);
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}
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}
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