108 lines
3.1 KiB
C#
108 lines
3.1 KiB
C#
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using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Captain.Weapon;
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public class CallSupplyDropBase : BaseSkillState
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{
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[SerializeField]
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public GameObject muzzleflashEffect;
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[SerializeField]
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public GameObject supplyDropPrefab;
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public static string muzzleString;
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public static float baseDuration;
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public static float impactDamageCoefficient;
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public static float impactDamageForce;
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public SetupSupplyDrop.PlacementInfo placementInfo;
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private static int CallSupplyDropStateHash = Animator.StringToHash("CallSupplyDrop");
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private static int CallSupplyDropParamHash = Animator.StringToHash("CallSupplyDrop.playbackRate");
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private static int BufferEmptyStateHash = Animator.StringToHash("BufferEmpty");
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private float duration => baseDuration / attackSpeedStat;
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public override void OnEnter()
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{
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base.OnEnter();
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if (base.isAuthority)
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{
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placementInfo = SetupSupplyDrop.GetPlacementInfo(GetAimRay(), base.gameObject);
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if (placementInfo.ok)
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{
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base.activatorSkillSlot.DeductStock(1);
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}
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}
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if (placementInfo.ok)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffect, base.gameObject, muzzleString, transmit: false);
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base.characterBody.SetAimTimer(3f);
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PlayAnimation("Gesture, Additive", CallSupplyDropStateHash, CallSupplyDropParamHash, duration);
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PlayAnimation("Gesture, Override", CallSupplyDropStateHash, CallSupplyDropParamHash, duration);
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if (NetworkServer.active)
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{
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GameObject obj = Object.Instantiate(supplyDropPrefab, placementInfo.position, placementInfo.rotation);
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obj.GetComponent<TeamFilter>().teamIndex = base.teamComponent.teamIndex;
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obj.GetComponent<GenericOwnership>().ownerObject = base.gameObject;
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Deployable component = obj.GetComponent<Deployable>();
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if ((bool)component && (bool)base.characterBody.master)
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{
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base.characterBody.master.AddDeployable(component, DeployableSlot.CaptainSupplyDrop);
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}
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ProjectileDamage component2 = obj.GetComponent<ProjectileDamage>();
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component2.crit = RollCrit();
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component2.damage = damageStat * impactDamageCoefficient;
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component2.damageColorIndex = DamageColorIndex.Default;
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component2.force = impactDamageForce;
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component2.damageType = DamageType.Generic;
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NetworkServer.Spawn(obj);
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}
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}
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else
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{
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PlayCrossfade("Gesture, Additive", BufferEmptyStateHash, 0.1f);
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PlayCrossfade("Gesture, Additive", BufferEmptyStateHash, 0.1f);
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}
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EntityStateMachine entityStateMachine = EntityStateMachine.FindByCustomName(base.gameObject, "Skillswap");
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if ((bool)entityStateMachine)
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{
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entityStateMachine.SetNextStateToMain();
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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 (base.isAuthority && base.fixedAge > duration)
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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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return InterruptPriority.Pain;
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}
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public override void OnSerialize(NetworkWriter writer)
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{
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base.OnSerialize(writer);
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placementInfo.Serialize(writer);
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}
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public override void OnDeserialize(NetworkReader reader)
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{
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base.OnDeserialize(reader);
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placementInfo.Deserialize(reader);
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}
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}
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