r2mods/ilspy_dump/ror2_csproj/EntityStates.FalseSon/LaserFatherBurst.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.FalseSon;
public class LaserFatherBurst : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static float damageCoefficient;
public static float blastRadius;
public static float force;
public static float minSpread;
public static float maxSpread;
public static int bulletCount;
public static float baseDuration = 2f;
public static string attackSoundString;
public static float laserTimerPercent = 0.12f;
public Vector3 laserDirection;
private float duration;
private Ray modifiedAimRay;
public float charge;
private float maxSecondaryStock;
private float secondaryStock;
private Transform modelTransform;
protected Transform muzzleTransform;
private string targetMuzzle;
private float rayDistance;
private bool firedLaser;
public override void OnEnter()
{
base.OnEnter();
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
duration = baseDuration / attackSpeedStat;
PlayCrossfade("Gesture, Override", "FireLaser", "FireLaser.playbackRate", duration, 0.1f);
PlayCrossfade("Gesture, Additive", "FireLaser", "FireLaser.playbackRate", duration, 0.1f);
maxSecondaryStock = base.skillLocator.GetSkill(SkillSlot.Secondary).maxStock;
secondaryStock = base.skillLocator.GetSkill(SkillSlot.Secondary).stock;
int num = (int)(maxSecondaryStock * 0.3f);
int num2 = (int)maxSecondaryStock - (int)secondaryStock;
if (num2 > 0)
{
if (num2 < num)
{
base.skillLocator.GetSkill(SkillSlot.Secondary).stock = base.skillLocator.GetSkill(SkillSlot.Secondary).maxStock;
}
else
{
base.skillLocator.GetSkill(SkillSlot.Secondary).stock = base.skillLocator.GetSkill(SkillSlot.Secondary).stock + num;
}
}
}
public void FireBurstLaser()
{
modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
muzzleTransform = component.FindChild("MuzzleLaser");
}
}
rayDistance = 1000f;
Ray aimRay = GetAimRay();
Vector3 position = muzzleTransform.transform.parent.position;
Vector3 point = aimRay.GetPoint(rayDistance);
laserDirection = point - position;
modifiedAimRay = GetAimRay();
modifiedAimRay.direction = laserDirection;
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref modifiedAimRay, rayDistance, base.gameObject);
GetModelAnimator();
Util.PlaySound(attackSoundString, base.gameObject);
targetMuzzle = "MuzzleLaser";
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
if (!base.isAuthority)
{
return;
}
rayDistance = 200f;
Vector3 vector = modifiedAimRay.origin + modifiedAimRay.direction * rayDistance;
if (Physics.Raycast(modifiedAimRay, out var hitInfo, rayDistance, LayerIndex.CommonMasks.laser))
{
vector = hitInfo.point;
}
BlastAttack blastAttack = new BlastAttack();
blastAttack.attacker = base.gameObject;
blastAttack.inflictor = base.gameObject;
blastAttack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
blastAttack.baseDamage = damageStat * damageCoefficient;
blastAttack.baseForce = force * 0.2f;
blastAttack.position = vector;
blastAttack.radius = blastRadius;
blastAttack.falloffModel = BlastAttack.FalloffModel.SweetSpot;
blastAttack.bonusForce = force * modifiedAimRay.direction;
blastAttack.Fire();
_ = modifiedAimRay.origin;
if (!modelTransform)
{
return;
}
ChildLocator component2 = modelTransform.GetComponent<ChildLocator>();
if ((bool)component2)
{
int childIndex = component2.FindChildIndex(targetMuzzle);
if ((bool)tracerEffectPrefab)
{
EffectData effectData = new EffectData
{
origin = vector,
start = modifiedAimRay.origin
};
effectData.SetChildLocatorTransformReference(base.gameObject, childIndex);
EffectManager.SpawnEffect(tracerEffectPrefab, effectData, transmit: true);
EffectManager.SpawnEffect(hitEffectPrefab, effectData, transmit: true);
}
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration * laserTimerPercent && !firedLaser)
{
firedLaser = true;
FireBurstLaser();
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}