109 lines
2.9 KiB
C#
109 lines
2.9 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 FireShrapnel : 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 blastRadius;
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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 maxDistance;
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private float duration;
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private Ray modifiedAimRay;
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private static int FireLaserStateHash = Animator.StringToHash("FireLaser");
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private static int FireLaserParamHash = Animator.StringToHash("FireLaser.playbackRate");
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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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modifiedAimRay = GetAimRay();
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Util.PlaySound(attackSoundString, base.gameObject);
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string muzzleName = "MuzzleLaser";
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(2f);
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}
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PlayAnimation("Gesture", FireLaserStateHash, FireLaserParamHash, duration);
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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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if (Physics.Raycast(modifiedAimRay, out var hitInfo, 1000f, (int)LayerIndex.world.mask | (int)LayerIndex.CommonMasks.characterBodiesOrDefault))
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{
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BlastAttack blastAttack = new BlastAttack();
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blastAttack.attacker = base.gameObject;
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blastAttack.inflictor = base.gameObject;
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blastAttack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
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blastAttack.baseDamage = damageStat * damageCoefficient;
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blastAttack.baseForce = force * 0.2f;
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blastAttack.position = hitInfo.point;
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blastAttack.radius = blastRadius;
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blastAttack.Fire();
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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 = modifiedAimRay.origin;
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bulletAttack.aimVector = modifiedAimRay.direction;
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bulletAttack.radius = 0.25f;
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bulletAttack.minSpread = minSpread;
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bulletAttack.maxSpread = maxSpread;
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bulletAttack.bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u);
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bulletAttack.damage = 0f;
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bulletAttack.procCoefficient = 0f;
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bulletAttack.force = force;
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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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bulletAttack.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.Skill;
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}
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}
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