99 lines
2.4 KiB
C#
99 lines
2.4 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Commando.CommandoWeapon;
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public class FireLightsOut : 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 damageCoefficient;
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public static float force;
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public static float minSpread;
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public static float maxSpread;
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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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private ChildLocator childLocator;
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public int bulletCountCurrent = 1;
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private float duration;
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private static int FireRevolverStateHash = Animator.StringToHash("FireRevolver");
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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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AddRecoil(-3f * recoilAmplitude, -4f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude);
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Ray aimRay = GetAimRay();
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StartAimMode(aimRay);
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string muzzleName = "MuzzlePistol";
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Util.PlaySound(attackSoundString, base.gameObject);
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PlayAnimation("Gesture, Additive", FireRevolverStateHash);
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PlayAnimation("Gesture, Override", FireRevolverStateHash);
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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 obj = new BulletAttack
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{
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owner = base.gameObject,
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weapon = base.gameObject,
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origin = aimRay.origin,
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aimVector = aimRay.direction,
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minSpread = minSpread,
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maxSpread = maxSpread,
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bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u),
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damage = damageCoefficient * damageStat,
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force = force,
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falloffModel = BulletAttack.FalloffModel.None,
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tracerEffectPrefab = tracerEffectPrefab,
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muzzleName = muzzleName,
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hitEffectPrefab = hitEffectPrefab,
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isCrit = Util.CheckRoll(critStat, base.characterBody.master),
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HitEffectNormal = false,
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radius = 0.5f
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};
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obj.damageType |= (DamageTypeCombo)DamageType.ResetCooldownsOnKill;
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obj.smartCollision = true;
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obj.Fire();
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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.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.Any;
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}
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}
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