r2mods/ilspy_dump/ror2_csproj/EntityStates.FalseSonBoss/LunarRain.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using RoR2;
using RoR2.Navigation;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.FalseSonBoss;
public class LunarRain : BaseState
{
[SerializeField]
public float duration;
[SerializeField]
public float warningDuration;
[SerializeField]
public float delayBetweenDrops = 0.2f;
[SerializeField]
public float lunarRadius;
[SerializeField]
public int totalLunarDrops = 7;
[SerializeField]
public float percentVarianceRotation = 0.25f;
[SerializeField]
public float percentVarianceInRadius = 0.2f;
public static GameObject warningFXPrefab;
public static GameObject rainCrashEffectPrefab;
public static GameObject lunarRainPrefab;
public static GameObject blastImpactEffectPrefab;
[SerializeField]
public GameObject blastEffectPrefab;
[SerializeField]
public float blastRadius = 2f;
public static float blastProcCoefficient;
public static float blastDamageCoefficient;
public static float blastForce;
public static Vector3 blastBonusForce;
private NodeGraph nodeGraph;
private List<NodeGraph.NodeIndex> nodesToTeleportTo;
private List<NodeGraph.NodeIndex> fissureLocs;
private Vector3 fissureLocation;
private bool lunarRainStarted;
private float lunarRainStartTime;
private int totalWarned;
private int totalFired;
private int totalLunarDropsToFire;
private float nextDropTime;
public override void OnEnter()
{
base.OnEnter();
new System.Random();
nodeGraph = SceneInfo.instance.GetNodeGraph(MapNodeGroup.GraphType.Ground);
fissureLocs = new List<NodeGraph.NodeIndex>();
totalLunarDrops = ((totalLunarDrops > 0) ? totalLunarDrops : 7);
float num = ((lunarRadius > 0f) ? lunarRadius : 30f);
Transform transform = base.characterBody.transform;
Vector3 position = transform.position;
Vector3 angleOffset2 = Quaternion.AngleAxis(-90f, Vector3.up) * transform.forward;
angleOffset2.y = 0f;
NodeGraph.NodeIndex nodeIndex = nodeGraph.FindClosestNode(position, HullClassification.Human);
for (int j = 0; j < totalLunarDrops; j++)
{
Vector3 position2 = GeneratePositionAroundCircle(j, totalLunarDrops, position, num * UnityEngine.Random.Range(0.7f, 1.3f), angleOffset2);
NodeGraph.NodeIndex nodeIndex2 = SceneInfo.instance.groundNodes.FindClosestNode(position2, HullClassification.Human);
if (!fissureLocs.Contains(nodeIndex2) && nodeIndex2 != nodeIndex)
{
fissureLocs.Add(nodeIndex2);
}
else
{
num *= 1.5f;
}
}
Util.ShuffleList(fissureLocs);
totalFired = 0;
nextDropTime = base.fixedAge + delayBetweenDrops;
totalLunarDropsToFire = Mathf.Min(totalLunarDrops, fissureLocs.Count);
PlayAnimation("FullBody, Override", "LunarRain", "LunarRain.playbackRate", duration);
Vector3 GeneratePositionAroundCircle(int i, int total, Vector3 center, float radius, Vector3 angleOffset)
{
float num2 = MathF.PI * 2f / (float)total;
float f = num2 * (float)i + num2 * UnityEngine.Random.Range(1f - percentVarianceRotation, 1f + percentVarianceRotation);
float x = Mathf.Cos(f);
float z = Mathf.Sin(f);
Vector3 vector = new Vector3(x, 0f, z);
radius *= UnityEngine.Random.Range(1f - percentVarianceInRadius, 1f + percentVarianceInRadius);
return vector * radius + center;
}
}
private void SpawnRainWarning(NodeGraph.NodeIndex node)
{
nodeGraph.GetNodePosition(node, out fissureLocation);
EffectManager.SpawnEffect(warningFXPrefab, new EffectData
{
origin = fissureLocation
}, transmit: true);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (totalWarned < totalLunarDropsToFire)
{
SpawnRainWarning(fissureLocs[totalWarned++]);
if (totalWarned >= totalLunarDropsToFire)
{
lunarRainStartTime = base.fixedAge + warningDuration + duration * 0.7f;
}
return;
}
if (!lunarRainStarted && base.fixedAge > lunarRainStartTime)
{
lunarRainStarted = true;
DetonateAuthority();
}
if (!lunarRainStarted || base.fixedAge < nextDropTime)
{
return;
}
if (totalFired >= totalLunarDropsToFire)
{
outer.SetNextStateToMain();
return;
}
FireRain(fissureLocs[totalFired++]);
if (totalFired < totalLunarDropsToFire)
{
FireRain(fissureLocs[totalFired++]);
}
}
private void FireRain(NodeGraph.NodeIndex node)
{
if (NetworkServer.active)
{
nodeGraph.GetNodePosition(node, out fissureLocation);
nextDropTime = base.fixedAge + delayBetweenDrops;
EffectManager.SpawnEffect(rainCrashEffectPrefab, new EffectData
{
origin = fissureLocation
}, transmit: true);
NetworkServer.Spawn(UnityEngine.Object.Instantiate(lunarRainPrefab, fissureLocation, Quaternion.identity));
}
}
public override void OnExit()
{
base.OnExit();
}
protected BlastAttack.Result DetonateAuthority()
{
Vector3 position = FindModelChild("Root").transform.position;
EffectManager.SpawnEffect(blastEffectPrefab, new EffectData
{
origin = position,
scale = blastRadius
}, transmit: true);
return new BlastAttack
{
attacker = base.gameObject,
baseDamage = damageStat * blastDamageCoefficient,
baseForce = blastForce,
bonusForce = blastBonusForce,
crit = RollCrit(),
falloffModel = BlastAttack.FalloffModel.None,
procCoefficient = blastProcCoefficient,
radius = blastRadius,
position = base.gameObject.transform.position,
attackerFiltering = AttackerFiltering.NeverHitSelf,
impactEffect = EffectCatalog.FindEffectIndexFromPrefab(blastImpactEffectPrefab),
teamIndex = base.teamComponent.teamIndex
}.Fire();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Frozen;
}
}