88 lines
1.8 KiB
C#
88 lines
1.8 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Sniper.SniperWeapon;
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public class Reload : BaseState
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{
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public static float baseDuration = 1f;
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public static float reloadTimeFraction = 0.75f;
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public static string soundString = "";
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private float duration;
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private float reloadTime;
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private Animator modelAnimator;
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private bool reloaded;
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private EntityStateMachine scopeStateMachine;
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private static int PrepBarrageStateHash = Animator.StringToHash("PrepBarrage");
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private static int PrepBarrageParamHash = Animator.StringToHash("PrepBarrage.playbackRate");
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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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reloadTime = duration * reloadTimeFraction;
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modelAnimator = GetModelAnimator();
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if ((bool)modelAnimator)
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{
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PlayAnimation("Gesture", PrepBarrageStateHash, PrepBarrageParamHash, duration);
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}
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if ((bool)base.skillLocator)
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{
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GenericSkill secondary = base.skillLocator.secondary;
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if ((bool)secondary)
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{
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scopeStateMachine = secondary.stateMachine;
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}
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}
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if (base.isAuthority && (bool)scopeStateMachine)
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{
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scopeStateMachine.SetNextState(new LockSkill());
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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 (!reloaded && base.fixedAge >= reloadTime)
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{
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if ((bool)base.skillLocator)
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{
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GenericSkill primary = base.skillLocator.primary;
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if ((bool)primary)
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{
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primary.Reset();
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Util.PlaySound(soundString, base.gameObject);
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}
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}
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reloaded = 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 void OnExit()
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{
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if (base.isAuthority && (bool)scopeStateMachine)
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{
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scopeStateMachine.SetNextStateToMain();
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}
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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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