141 lines
4.1 KiB
C#
141 lines
4.1 KiB
C#
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using RoR2;
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using RoR2.Navigation;
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using UnityEngine;
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namespace EntityStates.ImpMonster;
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public class BlinkState : BaseState
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{
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private Transform modelTransform;
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public static GameObject blinkPrefab;
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public static Material destealthMaterial;
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private float stopwatch;
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private Vector3 blinkDestination = Vector3.zero;
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private Vector3 blinkStart = Vector3.zero;
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public static float duration = 0.3f;
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public static float blinkDistance = 25f;
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public static string beginSoundString;
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public static string endSoundString;
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private Animator animator;
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private CharacterModel characterModel;
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private HurtBoxGroup hurtboxGroup;
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private static int BlinkEndStateHash = Animator.StringToHash("BlinkEnd");
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public override void OnEnter()
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{
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base.OnEnter();
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Util.PlaySound(beginSoundString, base.gameObject);
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modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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animator = modelTransform.GetComponent<Animator>();
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characterModel = modelTransform.GetComponent<CharacterModel>();
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hurtboxGroup = modelTransform.GetComponent<HurtBoxGroup>();
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}
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if ((bool)characterModel)
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{
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characterModel.invisibilityCount++;
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}
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if ((bool)hurtboxGroup)
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{
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HurtBoxGroup hurtBoxGroup = hurtboxGroup;
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int hurtBoxesDeactivatorCounter = hurtBoxGroup.hurtBoxesDeactivatorCounter + 1;
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hurtBoxGroup.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter;
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}
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if ((bool)base.characterMotor)
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{
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base.characterMotor.enabled = false;
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}
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Vector3 vector = base.inputBank.moveVector * blinkDistance;
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blinkDestination = base.transform.position;
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blinkStart = base.transform.position;
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NodeGraph groundNodes = SceneInfo.instance.groundNodes;
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NodeGraph.NodeIndex nodeIndex = groundNodes.FindClosestNode(base.transform.position + vector, base.characterBody.hullClassification);
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groundNodes.GetNodePosition(nodeIndex, out blinkDestination);
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blinkDestination += base.transform.position - base.characterBody.footPosition;
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CreateBlinkEffect(Util.GetCorePosition(base.gameObject));
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}
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private void CreateBlinkEffect(Vector3 origin)
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{
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EffectData effectData = new EffectData();
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effectData.rotation = Util.QuaternionSafeLookRotation(blinkDestination - blinkStart);
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effectData.origin = origin;
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EffectManager.SpawnEffect(blinkPrefab, effectData, transmit: false);
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}
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private void SetPosition(Vector3 newPosition)
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{
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if ((bool)base.characterMotor)
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{
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base.characterMotor.Motor.SetPositionAndRotation(newPosition, Quaternion.identity);
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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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stopwatch += GetDeltaTime();
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if ((bool)base.characterMotor && (bool)base.characterDirection)
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{
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base.characterMotor.velocity = Vector3.zero;
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}
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SetPosition(Vector3.Lerp(blinkStart, blinkDestination, stopwatch / duration));
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if (stopwatch >= 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 void OnExit()
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{
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Util.PlaySound(endSoundString, base.gameObject);
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CreateBlinkEffect(Util.GetCorePosition(base.gameObject));
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modelTransform = GetModelTransform();
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if ((bool)modelTransform && (bool)destealthMaterial)
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{
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TemporaryOverlayInstance temporaryOverlayInstance = TemporaryOverlayManager.AddOverlay(animator.gameObject);
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temporaryOverlayInstance.duration = 1f;
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temporaryOverlayInstance.destroyComponentOnEnd = true;
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temporaryOverlayInstance.originalMaterial = destealthMaterial;
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temporaryOverlayInstance.inspectorCharacterModel = animator.gameObject.GetComponent<CharacterModel>();
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temporaryOverlayInstance.alphaCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
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temporaryOverlayInstance.animateShaderAlpha = true;
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}
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if ((bool)characterModel)
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{
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characterModel.invisibilityCount--;
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}
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if ((bool)hurtboxGroup)
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{
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HurtBoxGroup hurtBoxGroup = hurtboxGroup;
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int hurtBoxesDeactivatorCounter = hurtBoxGroup.hurtBoxesDeactivatorCounter - 1;
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hurtBoxGroup.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter;
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}
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if ((bool)base.characterMotor)
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{
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base.characterMotor.enabled = true;
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}
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PlayAnimation("Gesture, Additive", BlinkEndStateHash);
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base.OnExit();
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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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}
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