r2mods/ilspy_dump/ror2_csproj/EntityStates.HAND.Weapon/FullSwing.cs

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2024-10-04 07:26:37 +00:00
using System;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.HAND.Weapon;
public class FullSwing : BaseState
{
public static float baseDuration = 3.5f;
public static float returnToIdlePercentage;
public static float damageCoefficient = 4f;
public static float forceMagnitude = 16f;
public static float radius = 3f;
public static GameObject hitEffectPrefab;
public static GameObject swingEffectPrefab;
private Transform hammerChildTransform;
private OverlapAttack attack;
private Animator modelAnimator;
private float duration;
private bool hasSwung;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modelAnimator = GetModelAnimator();
Transform modelTransform = GetModelTransform();
attack = new OverlapAttack();
attack.attacker = base.gameObject;
attack.inflictor = base.gameObject;
attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
attack.damage = damageCoefficient * damageStat;
attack.hitEffectPrefab = hitEffectPrefab;
attack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
if ((bool)modelTransform)
{
attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == "Hammer");
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
hammerChildTransform = component.FindChild("SwingCenter");
}
}
if ((bool)modelAnimator)
{
int layerIndex = modelAnimator.GetLayerIndex("Gesture");
if (modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).IsName("FullSwing3") || modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).IsName("FullSwing1"))
{
PlayCrossfade("Gesture", "FullSwing2", "FullSwing.playbackRate", duration / (1f - returnToIdlePercentage), 0.2f);
}
else if (modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).IsName("FullSwing2"))
{
PlayCrossfade("Gesture", "FullSwing3", "FullSwing.playbackRate", duration / (1f - returnToIdlePercentage), 0.2f);
}
else
{
PlayCrossfade("Gesture", "FullSwing1", "FullSwing.playbackRate", duration / (1f - returnToIdlePercentage), 0.2f);
}
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && (bool)modelAnimator && modelAnimator.GetFloat("Hammer.hitBoxActive") > 0.5f)
{
if (!hasSwung)
{
EffectManager.SimpleMuzzleFlash(swingEffectPrefab, base.gameObject, "SwingCenter", transmit: true);
hasSwung = true;
}
attack.forceVector = hammerChildTransform.right * (0f - forceMagnitude);
attack.Fire();
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
private static void PullEnemies(Vector3 position, Vector3 direction, float coneAngle, float maxDistance, float force, TeamIndex excludedTeam)
{
float num = Mathf.Cos(coneAngle * 0.5f * (MathF.PI / 180f));
Collider[] colliders;
int num2 = HGPhysics.OverlapSphere(out colliders, position, maxDistance);
for (int i = 0; i < num2; i++)
{
Collider collider = colliders[i];
Vector3 position2 = collider.transform.position;
Vector3 normalized = (position - position2).normalized;
if (!(Vector3.Dot(-normalized, direction) >= num))
{
continue;
}
TeamIndex teamIndex = TeamIndex.Neutral;
TeamComponent component = collider.GetComponent<TeamComponent>();
if (!component)
{
continue;
}
teamIndex = component.teamIndex;
if (teamIndex != excludedTeam)
{
CharacterMotor component2 = collider.GetComponent<CharacterMotor>();
if ((bool)component2)
{
component2.ApplyForce(normalized * force);
}
Rigidbody component3 = collider.GetComponent<Rigidbody>();
if ((bool)component3)
{
component3.AddForce(normalized * force, ForceMode.Impulse);
}
}
}
HGPhysics.ReturnResults(colliders);
}
}