99 lines
2.7 KiB
C#
99 lines
2.7 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.ScavMonster;
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public class ThrowSack : SackBaseState
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{
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public static float baseDuration;
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public static string sound;
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public static GameObject effectPrefab;
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public static GameObject projectilePrefab;
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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 string attackSoundString;
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public static float projectileVelocity;
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public static float minimumDistance;
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public static float timeToTarget = 3f;
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public static int projectileCount;
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private float duration;
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private static int ThrowSackStateHash = Animator.StringToHash("ThrowSack");
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private static int ThrowSackParamHash = Animator.StringToHash("ThrowSack.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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Util.PlayAttackSpeedSound(sound, base.gameObject, attackSpeedStat);
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PlayAnimation("Body", ThrowSackStateHash, ThrowSackParamHash, duration);
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, SackBaseState.muzzleName, transmit: false);
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}
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Fire();
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}
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private void Fire()
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{
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Ray aimRay = GetAimRay();
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Ray ray = aimRay;
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Ray ray2 = aimRay;
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Vector3 point = aimRay.GetPoint(minimumDistance);
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bool flag = false;
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if (Util.CharacterRaycast(base.gameObject, ray, out var hitInfo, 500f, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore))
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{
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point = hitInfo.point;
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flag = true;
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}
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float magnitude = projectileVelocity;
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if (flag)
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{
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Vector3 vector = point - ray2.origin;
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Vector2 vector2 = new Vector2(vector.x, vector.z);
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float magnitude2 = vector2.magnitude;
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Vector2 vector3 = vector2 / magnitude2;
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if (magnitude2 < minimumDistance)
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{
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magnitude2 = minimumDistance;
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}
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float y = Trajectory.CalculateInitialYSpeed(timeToTarget, vector.y);
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float num = magnitude2 / timeToTarget;
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Vector3 direction = new Vector3(vector3.x * num, y, vector3.y * num);
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magnitude = direction.magnitude;
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ray2.direction = direction;
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}
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for (int i = 0; i < projectileCount; i++)
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{
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Quaternion rotation = Util.QuaternionSafeLookRotation(Util.ApplySpread(ray2.direction, minSpread, maxSpread, 1f, 1f));
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ProjectileManager.instance.FireProjectile(projectilePrefab, ray2.origin, rotation, base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, magnitude);
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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.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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}
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