r2mods/ilspy_dump/ror2_csproj/EntityStates.EngiTurret.Eng.../FireBeam.cs

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C#
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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.EngiTurret.EngiTurretWeapon;
public class FireBeam : BaseState
{
[SerializeField]
public GameObject effectPrefab;
[SerializeField]
public GameObject hitEffectPrefab;
[SerializeField]
public GameObject laserPrefab;
[SerializeField]
public string muzzleString;
[SerializeField]
public string attackSoundString;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float procCoefficient;
[SerializeField]
public float force;
[SerializeField]
public float minSpread;
[SerializeField]
public float maxSpread;
[SerializeField]
public int bulletCount;
[SerializeField]
public float fireFrequency;
[SerializeField]
public float maxDistance;
private float fireTimer;
private Ray laserRay;
private Transform modelTransform;
private GameObject laserEffectInstance;
private Transform laserEffectInstanceEndTransform;
private Vector3 laserEndPoint;
private float prevLaserDistance;
private bool forceCast;
private BulletAttack bulletAttack;
private EffectManagerHelper _emh_laserEffect;
public override void Reset()
{
base.Reset();
fireTimer = 0f;
laserEndPoint = Vector3.zero;
modelTransform = null;
laserEffectInstance = null;
laserEffectInstanceEndTransform = null;
forceCast = true;
if (bulletAttack != null)
{
bulletAttack.Reset();
}
_emh_laserEffect = null;
}
public override void OnEnter()
{
base.OnEnter();
Util.PlaySound(attackSoundString, base.gameObject);
fireTimer = 0f;
forceCast = true;
modelTransform = GetModelTransform();
if (!modelTransform)
{
return;
}
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if (!component)
{
return;
}
Transform transform = component.FindChild(muzzleString);
if ((bool)transform && (bool)laserPrefab)
{
if (!EffectManager.ShouldUsePooledEffect(laserPrefab))
{
laserEffectInstance = Object.Instantiate(laserPrefab, transform.position, transform.rotation);
}
else
{
_emh_laserEffect = EffectManager.GetAndActivatePooledEffect(laserPrefab, transform.position, transform.rotation);
laserEffectInstance = _emh_laserEffect.gameObject;
}
if ((bool)laserEffectInstance)
{
ChildLocator component2 = laserEffectInstance.GetComponent<ChildLocator>();
laserEffectInstanceEndTransform = component2.FindChild("LaserEnd");
}
laserEffectInstance.transform.parent = transform;
}
}
public override void OnExit()
{
if ((bool)laserEffectInstance)
{
if (_emh_laserEffect != null && _emh_laserEffect.OwningPool != null)
{
_emh_laserEffect.OwningPool.ReturnObject(_emh_laserEffect);
}
else
{
EntityState.Destroy(laserEffectInstance);
}
laserEffectInstance = null;
_emh_laserEffect = null;
}
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (!(Time.deltaTime > 0f))
{
return;
}
laserRay = GetLaserRay();
fireTimer += Time.deltaTime;
float num = fireFrequency * base.characterBody.attackSpeed;
float num2 = 1f / num;
if (fireTimer > num2)
{
if (base.isAuthority)
{
laserEndPoint = FireBullet(laserRay, muzzleString);
prevLaserDistance = (laserEndPoint - laserRay.origin).magnitude;
}
else
{
forceCast = true;
}
fireTimer = 0f;
}
else if (!forceCast && prevLaserDistance > float.Epsilon)
{
laserEndPoint = laserRay.origin + laserRay.direction * prevLaserDistance;
}
if (forceCast)
{
forceCast = false;
if ((bool)laserEffectInstance && (bool)laserEffectInstanceEndTransform)
{
float distance = maxDistance;
_ = laserEffectInstance.transform.parent.position;
laserEndPoint = laserRay.GetPoint(distance);
if (Util.CharacterRaycast(base.gameObject, laserRay, out var hitInfo, distance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.UseGlobal))
{
laserEndPoint = hitInfo.point;
prevLaserDistance = (laserEndPoint - laserRay.origin).magnitude;
}
}
}
if ((bool)laserEffectInstance && (bool)laserEffectInstanceEndTransform)
{
laserEffectInstanceEndTransform.position = laserEndPoint;
}
if (base.isAuthority && !ShouldFireLaser())
{
outer.SetNextStateToMain();
}
}
protected Vector3 GetBeamEndPoint()
{
Vector3 point = laserRay.GetPoint(maxDistance);
if (Util.CharacterRaycast(base.gameObject, laserRay, out var hitInfo, maxDistance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.UseGlobal))
{
point = hitInfo.point;
}
return point;
}
protected virtual EntityState GetNextState()
{
return EntityStateCatalog.InstantiateState(ref outer.mainStateType);
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
public virtual void ModifyBullet(BulletAttack bulletAttack)
{
bulletAttack.damageType |= (DamageTypeCombo)DamageType.SlowOnHit;
}
public virtual bool ShouldFireLaser()
{
if ((bool)base.inputBank)
{
return base.inputBank.skill1.down;
}
return false;
}
public virtual Ray GetLaserRay()
{
return GetAimRay();
}
private Vector3 FireBullet(Ray laserRay, string targetMuzzle)
{
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
if (base.isAuthority)
{
if (bulletAttack == null)
{
bulletAttack = new BulletAttack();
}
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = laserRay.origin;
bulletAttack.aimVector = laserRay.direction;
bulletAttack.minSpread = minSpread;
bulletAttack.maxSpread = maxSpread;
bulletAttack.bulletCount = 1u;
bulletAttack.damage = damageCoefficient * damageStat / fireFrequency;
bulletAttack.procCoefficient = procCoefficient / fireFrequency;
bulletAttack.force = force;
bulletAttack.muzzleName = targetMuzzle;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.HitEffectNormal = false;
bulletAttack.radius = 0f;
bulletAttack.maxDistance = maxDistance;
ModifyBullet(bulletAttack);
return bulletAttack.Fire_ReturnHit();
}
return Vector3.zero;
}
}