128 lines
3.6 KiB
C#
128 lines
3.6 KiB
C#
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using EntityStates.Sniper.Scope;
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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 FireRifle : BaseState
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{
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public static GameObject effectPrefab;
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public static GameObject hitEffectPrefab;
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public static GameObject tracerEffectPrefab;
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public static float minChargeDamageCoefficient;
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public static float maxChargeDamageCoefficient;
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public static float minChargeForce;
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public static float maxChargeForce;
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public static int bulletCount;
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public static float baseDuration = 2f;
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public static string attackSoundString;
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public static float recoilAmplitude;
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public static float spreadBloomValue = 0.3f;
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public static float interruptInterval = 0.2f;
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private float duration;
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private bool inputReleased;
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private static int FireShotgunStateHash = Animator.StringToHash("FireShotgun");
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private static int FireShotgunParamHash = Animator.StringToHash("FireShotgun.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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float num = 0f;
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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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EntityStateMachine stateMachine = secondary.stateMachine;
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if ((bool)stateMachine && stateMachine.state is ScopeSniper scopeSniper)
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{
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num = scopeSniper.charge;
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scopeSniper.charge = 0f;
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}
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}
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}
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AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude);
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duration = baseDuration / attackSpeedStat;
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Ray aimRay = GetAimRay();
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StartAimMode(aimRay);
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Util.PlaySound(attackSoundString, base.gameObject);
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PlayAnimation("Gesture", FireShotgunStateHash, FireShotgunParamHash, duration * 1.1f);
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string muzzleName = "MuzzleShotgun";
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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BulletAttack bulletAttack = new BulletAttack();
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bulletAttack.owner = base.gameObject;
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bulletAttack.weapon = base.gameObject;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.minSpread = 0f;
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bulletAttack.maxSpread = base.characterBody.spreadBloomAngle;
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bulletAttack.bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u);
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bulletAttack.procCoefficient = 1f / (float)bulletCount;
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bulletAttack.damage = Mathf.LerpUnclamped(minChargeDamageCoefficient, maxChargeDamageCoefficient, num) * damageStat / (float)bulletCount;
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bulletAttack.force = Mathf.LerpUnclamped(minChargeForce, maxChargeForce, num);
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bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
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bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
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bulletAttack.muzzleName = muzzleName;
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bulletAttack.hitEffectPrefab = hitEffectPrefab;
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bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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if (num == 1f)
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{
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bulletAttack.stopperMask = LayerIndex.world.mask;
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}
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bulletAttack.HitEffectNormal = false;
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bulletAttack.radius = 0f;
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bulletAttack.sniper = true;
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bulletAttack.Fire();
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}
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base.characterBody.AddSpreadBloom(spreadBloomValue);
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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 ((bool)base.inputBank)
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{
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inputReleased |= !base.inputBank.skill1.down;
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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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if (inputReleased && base.fixedAge >= interruptInterval / attackSpeedStat)
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{
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return InterruptPriority.Any;
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}
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return InterruptPriority.Skill;
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}
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}
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