109 lines
3.0 KiB
C#
109 lines
3.0 KiB
C#
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using System;
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using System.Collections.Generic;
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.QuestVolatileBattery;
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public class CountDown : QuestVolatileBatteryBaseState
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{
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public static float duration;
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public static GameObject vfxPrefab;
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public static float explosionRadius;
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public static GameObject explosionEffectPrefab;
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private GameObject[] vfxInstances = Array.Empty<GameObject>();
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private bool detonated;
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public override void OnEnter()
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{
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base.OnEnter();
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if (!vfxPrefab || !base.attachedCharacterModel)
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{
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return;
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}
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List<GameObject> equipmentDisplayObjects = base.attachedCharacterModel.GetEquipmentDisplayObjects(RoR2Content.Equipment.QuestVolatileBattery.equipmentIndex);
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if (equipmentDisplayObjects.Count > 0)
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{
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vfxInstances = new GameObject[equipmentDisplayObjects.Count];
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for (int i = 0; i < vfxInstances.Length; i++)
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{
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GameObject gameObject = UnityEngine.Object.Instantiate(vfxPrefab, equipmentDisplayObjects[i].transform);
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gameObject.transform.localPosition = Vector3.zero;
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gameObject.transform.localRotation = Quaternion.identity;
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vfxInstances[i] = gameObject;
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}
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}
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}
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public override void OnExit()
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{
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GameObject[] array = vfxInstances;
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for (int i = 0; i < array.Length; i++)
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{
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EntityState.Destroy(array[i]);
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}
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vfxInstances = Array.Empty<GameObject>();
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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 (NetworkServer.active)
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{
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FixedUpdateServer();
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}
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}
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private void FixedUpdateServer()
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{
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if (base.fixedAge >= duration && !detonated)
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{
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detonated = true;
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Detonate();
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}
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}
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public void Detonate()
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{
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if ((bool)base.networkedBodyAttachment.attachedBody)
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{
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Vector3 corePosition = base.networkedBodyAttachment.attachedBody.corePosition;
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float baseDamage = 0f;
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if ((bool)base.attachedHealthComponent)
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{
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baseDamage = base.attachedHealthComponent.fullCombinedHealth * 3f;
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}
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EffectManager.SpawnEffect(explosionEffectPrefab, new EffectData
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{
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origin = corePosition,
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scale = explosionRadius
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}, transmit: true);
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BlastAttack blastAttack = new BlastAttack();
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blastAttack.position = corePosition + UnityEngine.Random.onUnitSphere;
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blastAttack.radius = explosionRadius;
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blastAttack.falloffModel = BlastAttack.FalloffModel.None;
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blastAttack.attacker = base.networkedBodyAttachment.attachedBodyObject;
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blastAttack.inflictor = base.networkedBodyAttachment.gameObject;
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blastAttack.damageColorIndex = DamageColorIndex.Item;
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blastAttack.baseDamage = baseDamage;
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blastAttack.baseForce = 5000f;
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blastAttack.bonusForce = Vector3.zero;
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blastAttack.attackerFiltering = AttackerFiltering.AlwaysHit;
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blastAttack.crit = false;
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blastAttack.procChainMask = default(ProcChainMask);
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blastAttack.procCoefficient = 0f;
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blastAttack.teamIndex = base.networkedBodyAttachment.attachedBody.teamComponent.teamIndex;
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blastAttack.Fire();
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base.networkedBodyAttachment.attachedBody.inventory.SetEquipmentIndex(EquipmentIndex.None);
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outer.SetNextState(new Idle());
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}
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}
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}
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