172 lines
4.5 KiB
C#
172 lines
4.5 KiB
C#
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using System.Collections.Generic;
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using RoR2;
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using UnityEngine;
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namespace EntityStates.VoidRaidCrab.Weapon;
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public class ChargeGravityBump : BaseGravityBumpState
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{
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public GameObject chargeEffectPrefab;
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[SerializeField]
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public string muzzleName;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public bool isSoundScaledByAttackSpeed;
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateParam;
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[SerializeField]
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public float horizontalAirborneForce;
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[SerializeField]
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public float verticalAirborneForce;
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[SerializeField]
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public float horizontalGroundedForce;
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[SerializeField]
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public float verticalGroundedForce;
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[SerializeField]
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public GameObject forceIndicatorPrefab;
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private float duration;
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private GameObject chargeEffectInstance;
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private Dictionary<CharacterMotor, Transform> characterMotorsToIndicatorTransforms;
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private Quaternion airborneForceOrientation;
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private Quaternion groundedForceOrientation;
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public override void OnEnter()
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{
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base.OnEnter();
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if (base.isAuthority)
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{
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isLeft = Random.value > 0.5f;
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CharacterDirection component = GetComponent<CharacterDirection>();
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if ((bool)component)
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{
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Vector3 vector = Vector3.Cross(component.forward, Vector3.up);
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if (!isLeft)
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{
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vector *= -1f;
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}
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airborneForce = Vector3.up * -1f * verticalAirborneForce + vector * horizontalAirborneForce;
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groundedForce = Vector3.up * verticalGroundedForce + vector * horizontalGroundedForce;
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}
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}
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airborneForceOrientation = Util.QuaternionSafeLookRotation(airborneForce);
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groundedForceOrientation = Util.QuaternionSafeLookRotation(groundedForce);
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duration = baseDuration / attackSpeedStat;
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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ChildLocator modelChildLocator = GetModelChildLocator();
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if ((bool)modelChildLocator && (bool)chargeEffectPrefab)
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{
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Transform transform = modelChildLocator.FindChild(muzzleName) ?? base.characterBody.coreTransform;
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if ((bool)transform)
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{
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chargeEffectInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
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chargeEffectInstance.transform.parent = transform;
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ScaleParticleSystemDuration component2 = chargeEffectInstance.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component2)
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{
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component2.newDuration = duration;
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}
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}
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}
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if (!string.IsNullOrEmpty(enterSoundString))
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{
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if (isSoundScaledByAttackSpeed)
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{
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Util.PlayAttackSpeedSound(enterSoundString, base.gameObject, attackSpeedStat);
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}
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else
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{
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Util.PlaySound(enterSoundString, base.gameObject);
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}
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}
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characterMotorsToIndicatorTransforms = new Dictionary<CharacterMotor, Transform>();
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AssignIndicators();
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}
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public override void OnExit()
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{
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CleanUpIndicators();
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EntityState.Destroy(chargeEffectInstance);
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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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foreach (KeyValuePair<CharacterMotor, Transform> characterMotorsToIndicatorTransform in characterMotorsToIndicatorTransforms)
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{
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if (characterMotorsToIndicatorTransform.Key.isGrounded)
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{
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characterMotorsToIndicatorTransform.Value.rotation = groundedForceOrientation;
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}
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else
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{
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characterMotorsToIndicatorTransform.Value.rotation = airborneForceOrientation;
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}
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}
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if (base.isAuthority && base.fixedAge >= duration)
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{
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outer.SetNextState(new FireGravityBump());
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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.PrioritySkill;
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}
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private void AssignIndicators()
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{
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foreach (HurtBox target in GetTargets())
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{
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GameObject gameObject = target.healthComponent.gameObject;
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if ((bool)gameObject)
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{
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CharacterMotor component = gameObject.GetComponent<CharacterMotor>();
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if ((bool)component && !characterMotorsToIndicatorTransforms.ContainsKey(component))
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{
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GameObject gameObject2 = Object.Instantiate(forceIndicatorPrefab, gameObject.transform);
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characterMotorsToIndicatorTransforms.Add(component, gameObject2.transform);
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}
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}
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}
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}
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private void CleanUpIndicators()
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{
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foreach (KeyValuePair<CharacterMotor, Transform> characterMotorsToIndicatorTransform in characterMotorsToIndicatorTransforms)
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{
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Transform value = characterMotorsToIndicatorTransform.Value;
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if ((bool)value)
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{
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EntityState.Destroy(value.gameObject);
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}
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}
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characterMotorsToIndicatorTransforms.Clear();
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}
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}
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