71 lines
1.4 KiB
C#
71 lines
1.4 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Assassin2;
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public class ChargeDash : BaseState
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{
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public static float baseDuration = 1.5f;
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public static string enterSoundString;
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private Animator modelAnimator;
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private float duration;
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private int slashCount;
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private Transform modelTransform;
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private Vector3 oldVelocity;
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private bool dashComplete;
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private static int PreAttackStateHash = Animator.StringToHash("PreAttack");
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public override void OnEnter()
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{
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base.OnEnter();
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Util.PlaySound(enterSoundString, base.gameObject);
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modelTransform = GetModelTransform();
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AimAnimator component = modelTransform.GetComponent<AimAnimator>();
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duration = baseDuration / attackSpeedStat;
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modelAnimator = GetModelAnimator();
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if ((bool)component)
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{
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component.enabled = true;
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}
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if ((bool)base.characterDirection)
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{
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base.characterDirection.moveVector = GetAimRay().direction;
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}
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if ((bool)modelAnimator)
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{
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PlayAnimation("Gesture", PreAttackStateHash);
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(duration);
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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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.fixedAge > duration && base.isAuthority)
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{
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outer.SetNextState(new DashStrike());
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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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}
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