99 lines
2.2 KiB
C#
99 lines
2.2 KiB
C#
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using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.GrandParentBoss;
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public class FireSecondaryProjectile : BaseState
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{
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[SerializeField]
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public float baseDuration = 3f;
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public GameObject muzzleEffectPrefab;
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float force;
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[SerializeField]
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public string muzzleName = "SecondaryProjectileMuzzle";
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[SerializeField]
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public string animationStateName = "FireSecondaryProjectile";
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[SerializeField]
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public string playbackRateParam = "FireSecondaryProjectile.playbackRate";
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[SerializeField]
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public string animationLayerName = "Body";
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[SerializeField]
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public float baseFireDelay;
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private float duration;
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private float fireDelay;
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private bool hasFired;
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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fireDelay = baseFireDelay / attackSpeedStat;
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if (fireDelay <= Time.fixedDeltaTime * 2f)
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{
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Fire();
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}
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PlayCrossfade(animationLayerName, animationStateName, playbackRateParam, duration, 0.2f);
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}
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public override void OnExit()
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{
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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 (!hasFired && base.fixedAge >= fireDelay)
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{
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Fire();
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}
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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private void Fire()
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{
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hasFired = true;
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (!base.isAuthority || !projectilePrefab)
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{
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return;
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}
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Ray aimRay = GetAimRay();
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Transform modelTransform = GetModelTransform();
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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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aimRay.origin = component.FindChild(muzzleName).transform.position;
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}
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}
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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}
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}
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