r2mods/ilspy_dump/ror2_csproj/EntityStates.BeetleGuardMon.../DefenseUp.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.BeetleGuardMonster;
public class DefenseUp : BaseState
{
public static float baseDuration = 3.5f;
public static float buffDuration = 8f;
public static GameObject defenseUpPrefab;
private Animator modelAnimator;
private float duration;
private bool hasCastBuff;
private EffectManagerHelper _emh_defenseUp;
public override void Reset()
{
base.Reset();
modelAnimator = null;
duration = 0f;
hasCastBuff = false;
_emh_defenseUp = null;
}
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modelAnimator = GetModelAnimator();
if ((bool)modelAnimator)
{
PlayCrossfade("Body", "DefenseUp", "DefenseUp.playbackRate", duration, 0.2f);
}
}
public override void OnExit()
{
if (_emh_defenseUp != null && _emh_defenseUp.OwningPool != null)
{
_emh_defenseUp.OwningPool.ReturnObject(_emh_defenseUp);
_emh_defenseUp = null;
}
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if ((bool)modelAnimator && modelAnimator.GetFloat("DefenseUp.activate") > 0.5f && !hasCastBuff)
{
GameObject gameObject = null;
if (!EffectManager.ShouldUsePooledEffect(defenseUpPrefab))
{
gameObject = Object.Instantiate(defenseUpPrefab, base.transform.position, Quaternion.identity, base.transform);
}
else
{
_emh_defenseUp = EffectManager.GetAndActivatePooledEffect(defenseUpPrefab, base.transform.position, Quaternion.identity, base.transform);
gameObject = _emh_defenseUp.gameObject;
}
ScaleParticleSystemDuration component = gameObject.GetComponent<ScaleParticleSystemDuration>();
if ((bool)component)
{
component.newDuration = buffDuration;
}
hasCastBuff = true;
if (NetworkServer.active)
{
base.characterBody.AddTimedBuff(JunkContent.Buffs.EnrageAncientWisp, buffDuration);
}
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}