115 lines
2.9 KiB
C#
115 lines
2.9 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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namespace EntityStates.RoboBallBoss.Weapon;
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public class FireEyeBlast : BaseState
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{
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[SerializeField]
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public GameObject projectilePrefab;
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public static GameObject muzzleflashEffectPrefab;
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[SerializeField]
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public int projectileCount = 3;
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[SerializeField]
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public float totalYawSpread = 5f;
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[SerializeField]
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public float baseDuration = 2f;
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[SerializeField]
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public float baseFireDuration = 0.2f;
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[SerializeField]
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public float damageCoefficient = 1.2f;
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[SerializeField]
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public float projectileSpeed;
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public static float force = 20f;
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public static float selfForce;
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public static string attackString;
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public static string muzzleString;
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private float duration;
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private float fireDuration;
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private int projectilesFired;
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private bool projectileSpreadIsYaw;
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private static int FireEyeBlastStateHash = Animator.StringToHash("FireEyeBlast");
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private static int FireEyeBlastParamHash = Animator.StringToHash("FireEyeBlast.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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fireDuration = baseFireDuration / attackSpeedStat;
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PlayAnimation("Gesture, Additive", FireEyeBlastStateHash, FireEyeBlastParamHash, duration);
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Util.PlaySound(attackString, base.gameObject);
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if (base.isAuthority)
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{
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base.healthComponent.TakeDamageForce(GetAimRay().direction * selfForce);
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}
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if (Random.value <= 0.5f)
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{
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projectileSpreadIsYaw = true;
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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.isAuthority)
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{
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int num = Mathf.FloorToInt(base.fixedAge / fireDuration * (float)projectileCount);
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if (projectilesFired <= num && projectilesFired < projectileCount)
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{
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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Ray aimRay = GetAimRay();
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float speedOverride = projectileSpeed;
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int num2 = Mathf.FloorToInt((float)projectilesFired - (float)(projectileCount - 1) / 2f);
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float bonusYaw = 0f;
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float bonusPitch = 0f;
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if (projectileSpreadIsYaw)
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{
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bonusYaw = (float)num2 / (float)(projectileCount - 1) * totalYawSpread;
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}
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else
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{
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bonusPitch = (float)num2 / (float)(projectileCount - 1) * totalYawSpread;
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}
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Vector3 forward = Util.ApplySpread(aimRay.direction, 0f, 0f, 1f, 1f, bonusYaw, bonusPitch);
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, speedOverride);
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projectilesFired++;
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}
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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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return InterruptPriority.Skill;
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}
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}
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