121 lines
2.9 KiB
C#
121 lines
2.9 KiB
C#
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using RoR2;
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using RoR2.CharacterAI;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.FalseSonBoss;
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public class TaintedOffering : GenericProjectileBaseState
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{
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[SerializeField]
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public float projectileYawBonus;
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[SerializeField]
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public float additionalShots = 8f;
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private BaseAI ai;
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public override void OnEnter()
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{
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base.OnEnter();
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if ((bool)base.characterBody)
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{
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if (base.characterBody.master.TryGetComponent<BaseAI>(out var component))
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{
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ai = component;
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}
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base.characterBody.SetAimTimer(1f);
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}
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}
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public override void FixedUpdate()
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{
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stopwatch += GetDeltaTime();
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if (stopwatch >= delayBeforeFiringProjectile && !firedProjectile)
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{
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firedProjectile = true;
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for (int num = 9; num > 0; num--)
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{
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switch (num)
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{
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case 9:
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projectileYawBonus = 0f;
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projectilePitchBonus = 0f;
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break;
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case 8:
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projectileYawBonus = -4f;
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projectilePitchBonus = -4f;
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break;
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case 7:
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projectileYawBonus = 4f;
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projectilePitchBonus = 4f;
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break;
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case 6:
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projectileYawBonus = 4f;
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projectilePitchBonus = -4f;
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break;
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case 5:
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projectileYawBonus = -4f;
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projectilePitchBonus = 4f;
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break;
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case 4:
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projectileYawBonus = 0f;
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projectilePitchBonus = 8f;
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break;
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case 3:
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projectileYawBonus = 0f;
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projectilePitchBonus = -8f;
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break;
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case 2:
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projectileYawBonus = 8f;
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projectilePitchBonus = 0f;
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break;
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case 1:
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projectileYawBonus = -8f;
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projectilePitchBonus = 0f;
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break;
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}
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FireProjectile();
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}
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DoFireEffects();
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}
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if (stopwatch >= 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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protected override void PlayAnimation(float duration)
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{
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base.PlayAnimation(duration);
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PlayAnimation("Gesture, Additive", "FireLunarSpike", "LunarSpike.playbackRate", duration);
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PlayAnimation("Gesture, Override", "HoldGauntletsUp", "LunarSpike.playbackRate", duration);
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}
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protected override Ray ModifyProjectileAimRay(Ray aimRay)
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{
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aimRay.origin = base.modelLocator.modelTransform.GetComponent<ChildLocator>().FindChild("MuzzleRight").position;
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if (ai != null && ai.currentEnemy != null && ai.currentEnemy.GetBullseyePosition(out var position))
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{
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aimRay.direction = position - aimRay.origin;
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}
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return aimRay;
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}
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protected override void FireProjectile()
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{
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if (base.isAuthority)
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{
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Ray aimRay = GetAimRay();
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aimRay = ModifyProjectileAimRay(aimRay);
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aimRay.direction = Util.ApplySpread(aimRay.direction, minSpread, maxSpread, 1f, 1f, projectileYawBonus, projectilePitchBonus);
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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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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Frozen;
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}
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}
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