98 lines
2.3 KiB
C#
98 lines
2.3 KiB
C#
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using System.Collections.Generic;
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using RoR2;
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using UnityEngine;
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namespace EntityStates.LunarGolem;
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public class ChargeTwinShot : BaseState
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{
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public static float baseDuration = 3f;
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public static float laserMaxWidth = 0.2f;
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public static GameObject effectPrefab;
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public static string chargeSoundString;
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private float duration;
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private uint chargePlayID;
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private List<GameObject> chargeEffects = new List<GameObject>();
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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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Transform modelTransform = GetModelTransform();
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chargePlayID = Util.PlayAttackSpeedSound(chargeSoundString, base.gameObject, attackSpeedStat);
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PlayCrossfade("Gesture, Additive", "ChargeTwinShot", "TwinShot.playbackRate", duration, 0.1f);
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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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List<Transform> list = new List<Transform>();
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list.Add(component.FindChild("MuzzleLT"));
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list.Add(component.FindChild("MuzzleLB"));
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list.Add(component.FindChild("MuzzleRT"));
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list.Add(component.FindChild("MuzzleRB"));
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if ((bool)effectPrefab)
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{
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for (int i = 0; i < list.Count; i++)
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{
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if ((bool)list[i])
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{
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GameObject gameObject = Object.Instantiate(effectPrefab, list[i].position, list[i].rotation);
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gameObject.transform.parent = list[i];
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ScaleParticleSystemDuration component2 = gameObject.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component2)
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{
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component2.newDuration = duration;
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}
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chargeEffects.Add(gameObject);
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}
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}
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}
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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(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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AkSoundEngine.StopPlayingID(chargePlayID);
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base.OnExit();
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for (int i = 0; i < chargeEffects.Count; i++)
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{
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if ((bool)chargeEffects[i])
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{
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EntityState.Destroy(chargeEffects[i]);
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}
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}
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}
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public override void Update()
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{
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base.Update();
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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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FireTwinShots nextState = new FireTwinShots();
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outer.SetNextState(nextState);
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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.Skill;
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}
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}
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