147 lines
3.4 KiB
C#
147 lines
3.4 KiB
C#
|
using RoR2;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace EntityStates.Halcyonite;
|
||
|
|
||
|
public class ChargeTriLaser : BaseState
|
||
|
{
|
||
|
public static float baseDuration = 3f;
|
||
|
|
||
|
public static float laserMaxWidth = 0.2f;
|
||
|
|
||
|
public static GameObject effectPrefab;
|
||
|
|
||
|
public static GameObject laserPrefab;
|
||
|
|
||
|
public static string attackSoundString;
|
||
|
|
||
|
private float duration;
|
||
|
|
||
|
private uint chargePlayID;
|
||
|
|
||
|
private GameObject chargeEffect;
|
||
|
|
||
|
private GameObject laserEffect;
|
||
|
|
||
|
private LineRenderer laserLineComponent;
|
||
|
|
||
|
private Vector3 laserDirection;
|
||
|
|
||
|
private Vector3 visualEndPosition;
|
||
|
|
||
|
private float flashTimer;
|
||
|
|
||
|
private bool laserOn;
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
base.OnEnter();
|
||
|
duration = baseDuration / attackSpeedStat;
|
||
|
PlayCrossfade("FullBody Override", "TriLaserEnter", "TriLaser.playbackRate", duration, 0.1f);
|
||
|
Transform modelTransform = GetModelTransform();
|
||
|
chargePlayID = Util.PlayAttackSpeedSound("Play_halcyonite_skill2_chargeup", base.gameObject, attackSpeedStat);
|
||
|
if ((bool)modelTransform)
|
||
|
{
|
||
|
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
|
||
|
if ((bool)component)
|
||
|
{
|
||
|
Transform transform = component.FindChild("MuzzleLaser");
|
||
|
if ((bool)transform)
|
||
|
{
|
||
|
if ((bool)effectPrefab)
|
||
|
{
|
||
|
chargeEffect = Object.Instantiate(effectPrefab, transform.position, transform.rotation);
|
||
|
chargeEffect.transform.parent = transform;
|
||
|
ScaleParticleSystemDuration component2 = chargeEffect.GetComponent<ScaleParticleSystemDuration>();
|
||
|
if ((bool)component2)
|
||
|
{
|
||
|
component2.newDuration = duration;
|
||
|
}
|
||
|
}
|
||
|
if ((bool)laserPrefab)
|
||
|
{
|
||
|
laserEffect = Object.Instantiate(laserPrefab, transform.position, transform.rotation);
|
||
|
laserEffect.transform.parent = transform;
|
||
|
laserLineComponent = laserEffect.GetComponent<LineRenderer>();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ((bool)base.characterBody)
|
||
|
{
|
||
|
base.characterBody.SetAimTimer(duration);
|
||
|
}
|
||
|
flashTimer = 0f;
|
||
|
laserOn = true;
|
||
|
}
|
||
|
|
||
|
public override void OnExit()
|
||
|
{
|
||
|
AkSoundEngine.StopPlayingID(chargePlayID);
|
||
|
base.OnExit();
|
||
|
if ((bool)chargeEffect)
|
||
|
{
|
||
|
EntityState.Destroy(chargeEffect);
|
||
|
}
|
||
|
if ((bool)laserEffect)
|
||
|
{
|
||
|
EntityState.Destroy(laserEffect);
|
||
|
}
|
||
|
PlayAnimation("FullBody Override", "BufferEmpty");
|
||
|
}
|
||
|
|
||
|
public override void Update()
|
||
|
{
|
||
|
base.Update();
|
||
|
if (!laserEffect || !laserLineComponent)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
float num = 1000f;
|
||
|
Ray aimRay = GetAimRay();
|
||
|
Vector3 position = laserEffect.transform.parent.position;
|
||
|
Vector3 point = aimRay.GetPoint(num);
|
||
|
laserDirection = point - position;
|
||
|
if (Physics.Raycast(aimRay, out var hitInfo, num, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask))
|
||
|
{
|
||
|
point = hitInfo.point;
|
||
|
}
|
||
|
laserLineComponent.SetPosition(0, position);
|
||
|
laserLineComponent.SetPosition(1, point);
|
||
|
float num2;
|
||
|
if (duration - base.age > 0.5f)
|
||
|
{
|
||
|
num2 = base.age / duration;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flashTimer -= Time.deltaTime;
|
||
|
if (flashTimer <= 0f)
|
||
|
{
|
||
|
laserOn = !laserOn;
|
||
|
flashTimer = 1f / 30f;
|
||
|
}
|
||
|
num2 = (laserOn ? 1f : 0f);
|
||
|
}
|
||
|
num2 *= laserMaxWidth;
|
||
|
laserLineComponent.startWidth = num2;
|
||
|
laserLineComponent.endWidth = num2;
|
||
|
}
|
||
|
|
||
|
public override void FixedUpdate()
|
||
|
{
|
||
|
base.FixedUpdate();
|
||
|
if (base.fixedAge >= duration && base.isAuthority)
|
||
|
{
|
||
|
TriLaser triLaser = new TriLaser();
|
||
|
triLaser.laserDirection = laserDirection;
|
||
|
outer.SetNextState(triLaser);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override InterruptPriority GetMinimumInterruptPriority()
|
||
|
{
|
||
|
return InterruptPriority.Skill;
|
||
|
}
|
||
|
}
|