199 lines
4.7 KiB
C#
199 lines
4.7 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.GolemMonster;
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public class ChargeLaser : BaseState
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{
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public static float baseDuration = 3f;
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public static float laserMaxWidth = 0.2f;
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public static GameObject effectPrefab;
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public static GameObject laserPrefab;
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public static string attackSoundString;
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private float duration;
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private uint chargePlayID;
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private GameObject chargeEffect;
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private GameObject laserEffect;
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private LineRenderer laserLineComponent;
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private Vector3 laserDirection;
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private Vector3 visualEndPosition;
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private float flashTimer;
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private bool laserOn;
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protected EffectManagerHelper _efh_Charge;
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public override void Reset()
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{
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base.Reset();
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duration = 0f;
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chargePlayID = 0u;
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chargeEffect = null;
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laserLineComponent = null;
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laserDirection = Vector3.zero;
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visualEndPosition = Vector3.zero;
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flashTimer = 0f;
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laserOn = false;
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_efh_Charge = null;
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}
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public override void OnEnter()
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{
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base.OnEnter();
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SetAIUpdateFrequency(alwaysUpdate: true);
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duration = baseDuration / attackSpeedStat;
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Transform modelTransform = GetModelTransform();
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chargePlayID = Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSpeedStat);
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild("MuzzleLaser");
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if ((bool)transform)
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{
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if ((bool)effectPrefab)
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{
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if (!EffectManager.ShouldUsePooledEffect(effectPrefab))
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{
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chargeEffect = Object.Instantiate(effectPrefab, transform.position, transform.rotation);
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}
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else
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{
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_efh_Charge = EffectManager.GetAndActivatePooledEffect(effectPrefab, transform.position, transform.rotation);
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chargeEffect = _efh_Charge.gameObject;
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}
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chargeEffect.transform.parent = transform;
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ScaleParticleSystemDuration component2 = chargeEffect.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component2)
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{
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component2.newDuration = duration;
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}
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}
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if ((bool)laserPrefab && laserEffect == null)
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{
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laserEffect = Object.Instantiate(laserPrefab, transform.position, transform.rotation);
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}
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if (laserEffect != null)
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{
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if (!laserEffect.activeInHierarchy)
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{
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laserEffect.SetActive(value: true);
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}
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if (laserEffect.transform.parent != transform)
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{
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laserEffect.transform.parent = transform;
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}
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laserLineComponent = laserEffect.GetComponent<LineRenderer>();
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}
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}
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}
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(duration);
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}
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flashTimer = 0f;
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laserOn = true;
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}
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public override void OnExit()
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{
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AkSoundEngine.StopPlayingID(chargePlayID);
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base.OnExit();
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SetAIUpdateFrequency(alwaysUpdate: false);
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if ((bool)chargeEffect)
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{
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if (!EffectManager.UsePools)
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{
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EntityState.Destroy(chargeEffect);
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}
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else if (_efh_Charge != null && _efh_Charge.OwningPool != null)
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{
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if (!_efh_Charge.OwningPool.IsObjectInPool(_efh_Charge))
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{
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_efh_Charge.OwningPool.ReturnObject(_efh_Charge);
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}
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}
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else
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{
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if (_efh_Charge != null)
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{
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Debug.LogFormat("ChargeLaser has no owning pool {0} {1}", base.gameObject.name, base.gameObject.GetInstanceID());
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}
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EntityState.Destroy(chargeEffect);
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}
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}
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if ((bool)laserEffect && laserEffect.activeInHierarchy)
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{
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laserEffect.SetActive(value: false);
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}
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}
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public override void Update()
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{
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base.Update();
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if (!laserEffect || !laserLineComponent)
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{
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return;
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}
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float num = 1000f;
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Ray aimRay = GetAimRay();
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Vector3 position = laserEffect.transform.parent.position;
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Vector3 point = aimRay.GetPoint(num);
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laserDirection = point - position;
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if (Physics.Raycast(aimRay, out var hitInfo, num, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask))
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{
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point = hitInfo.point;
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}
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laserLineComponent.SetPosition(0, position);
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laserLineComponent.SetPosition(1, point);
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float num2;
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if (duration - base.age > 0.5f)
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{
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num2 = base.age / duration;
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}
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else
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{
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flashTimer -= Time.deltaTime;
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if (flashTimer <= 0f)
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{
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laserOn = !laserOn;
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flashTimer = 1f / 30f;
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}
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num2 = (laserOn ? 1f : 0f);
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}
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num2 *= laserMaxWidth;
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laserLineComponent.startWidth = num2;
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laserLineComponent.endWidth = num2;
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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 (base.fixedAge >= duration && base.isAuthority)
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{
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FireLaser fireLaser = new FireLaser();
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fireLaser.laserDirection = laserDirection;
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outer.SetNextState(fireLaser);
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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}
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}
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