129 lines
3.6 KiB
C#
129 lines
3.6 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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using UnityEngine.Networking;
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namespace EntityStates.AncientWispMonster;
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public class Throw : BaseState
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{
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public static float baseDuration = 3.5f;
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public static float returnToIdlePercentage;
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public static float damageCoefficient = 4f;
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public static float forceMagnitude = 16f;
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public static float radius = 3f;
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public static GameObject projectilePrefab;
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public static GameObject swingEffectPrefab;
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private Transform rightMuzzleTransform;
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private Animator modelAnimator;
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private float duration;
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private bool hasSwung;
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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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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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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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rightMuzzleTransform = component.FindChild("MuzzleRight");
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}
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}
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if ((bool)modelAnimator)
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{
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int layerIndex = modelAnimator.GetLayerIndex("Gesture");
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if (modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).IsName("Throw1"))
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{
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PlayCrossfade("Gesture", "Throw2", "Throw.playbackRate", duration / (1f - returnToIdlePercentage), 0.2f);
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}
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else
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{
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PlayCrossfade("Gesture", "Throw1", "Throw.playbackRate", duration / (1f - returnToIdlePercentage), 0.2f);
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}
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(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("Throw.activate") > 0f && !hasSwung)
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{
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Ray aimRay = GetAimRay();
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Vector3 forward = aimRay.direction;
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if (Physics.Raycast(aimRay, out var hitInfo, (int)LayerIndex.world.mask))
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{
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forward = hitInfo.point - rightMuzzleTransform.position;
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}
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ProjectileManager.instance.FireProjectile(projectilePrefab, rightMuzzleTransform.position, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, forceMagnitude, Util.CheckRoll(critStat, base.characterBody.master));
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EffectManager.SimpleMuzzleFlash(swingEffectPrefab, base.gameObject, "RightSwingCenter", transmit: true);
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hasSwung = true;
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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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Collider[] colliders;
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int num2 = HGPhysics.OverlapSphere(out colliders, position, maxDistance);
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for (int i = 0; i < num2; i++)
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{
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Collider collider = colliders[i];
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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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