70 lines
2.0 KiB
C#
70 lines
2.0 KiB
C#
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using System;
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using RoR2;
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using RoR2.Skills;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Toolbot;
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public class ToolbotStanceSwap : ToolbotStanceBase
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{
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[SerializeField]
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private float baseDuration = 0.5f;
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private Run.FixedTimeStamp endTime;
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public Type nextStanceState;
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public Type previousStanceState;
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public override void OnEnter()
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{
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base.OnEnter();
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float num = baseDuration / attackSpeedStat;
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endTime = Run.FixedTimeStamp.now + num;
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GenericSkill a = GetPrimarySkill1();
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GenericSkill b = GetPrimarySkill2();
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if (previousStanceState != typeof(ToolbotStanceA))
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{
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Util.Swap(ref a, ref b);
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}
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if ((bool)b && b.skillDef is ToolbotWeaponSkillDef toolbotWeaponSkillDef)
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{
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SendWeaponStanceToAnimator(toolbotWeaponSkillDef);
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Util.PlaySound(toolbotWeaponSkillDef.entrySound, base.gameObject);
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}
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if ((bool)a && a.skillDef is ToolbotWeaponSkillDef toolbotWeaponSkillDef2)
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{
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PlayAnimation("Stance, Additive", toolbotWeaponSkillDef2.exitAnimState, "StanceSwap.playbackRate", num * 0.5f);
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PlayAnimation("Gesture, Additive", toolbotWeaponSkillDef2.exitGestureAnimState);
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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.isAuthority && endTime.hasPassed)
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{
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outer.SetNextState(EntityStateCatalog.InstantiateState(nextStanceState));
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}
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}
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public override void OnSerialize(NetworkWriter writer)
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{
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base.OnSerialize(writer);
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EntityStateIndex stateIndex = EntityStateCatalog.GetStateIndex(previousStanceState);
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EntityStateIndex stateIndex2 = EntityStateCatalog.GetStateIndex(nextStanceState);
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writer.Write(stateIndex);
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writer.Write(stateIndex2);
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}
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public override void OnDeserialize(NetworkReader reader)
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{
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base.OnDeserialize(reader);
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EntityStateIndex entityStateIndex = reader.ReadEntityStateIndex();
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EntityStateIndex entityStateIndex2 = reader.ReadEntityStateIndex();
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previousStanceState = EntityStateCatalog.GetStateType(entityStateIndex);
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nextStanceState = EntityStateCatalog.GetStateType(entityStateIndex2);
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}
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}
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