r2mods/ilspy_dump/ror2_csproj/EntityStates.JellyfishMonster/JellyNova.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.JellyfishMonster;
public class JellyNova : BaseState
{
public static float baseDuration = 3f;
public static GameObject chargingEffectPrefab;
public static GameObject novaEffectPrefab;
public static string chargingSoundString;
public static string novaSoundString;
public static float novaDamageCoefficient;
public static float novaRadius;
public static float novaForce;
private bool hasExploded;
private float duration;
private float stopwatch;
private GameObject chargeEffect;
private PrintController printController;
private uint soundID;
private Vector3 _cachedScale = Vector3.one;
private BlastAttack attack;
private EffectData _effectData;
private EffectManagerHelper _emh_chargeEffect;
public override void Reset()
{
base.Reset();
hasExploded = false;
duration = 0f;
chargeEffect = null;
printController = null;
soundID = 0u;
if (attack != null)
{
attack.Reset();
}
if (_effectData != null)
{
_effectData.Reset();
}
_emh_chargeEffect = null;
}
public override void OnEnter()
{
base.OnEnter();
stopwatch = 0f;
duration = baseDuration / attackSpeedStat;
Transform modelTransform = GetModelTransform();
PlayCrossfade("Body", "Nova", "Nova.playbackRate", duration, 0.1f);
soundID = Util.PlaySound(chargingSoundString, base.gameObject);
if ((bool)chargingEffectPrefab)
{
if (!EffectManager.ShouldUsePooledEffect(chargingEffectPrefab))
{
chargeEffect = Object.Instantiate(chargingEffectPrefab, base.transform.position, base.transform.rotation);
}
else
{
_emh_chargeEffect = EffectManager.GetAndActivatePooledEffect(chargingEffectPrefab, base.transform.position, base.transform.rotation);
chargeEffect = _emh_chargeEffect.gameObject;
}
chargeEffect.transform.parent = base.transform;
_cachedScale.x = novaRadius;
_cachedScale.y = novaRadius;
_cachedScale.z = novaRadius;
chargeEffect.transform.localScale = _cachedScale;
chargeEffect.GetComponent<ScaleParticleSystemDuration>().newDuration = duration;
}
if ((bool)modelTransform)
{
printController = modelTransform.GetComponent<PrintController>();
if ((bool)printController)
{
printController.enabled = true;
printController.printTime = duration;
}
}
}
protected void DestroyChargeEffect()
{
if ((bool)chargeEffect)
{
if (_emh_chargeEffect != null && _emh_chargeEffect.OwningPool != null)
{
_emh_chargeEffect.OwningPool.ReturnObject(_emh_chargeEffect);
}
else
{
EntityState.Destroy(chargeEffect);
}
_emh_chargeEffect = null;
chargeEffect = null;
}
}
public override void OnExit()
{
base.OnExit();
AkSoundEngine.StopPlayingID(soundID);
DestroyChargeEffect();
if ((bool)printController)
{
printController.enabled = false;
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if (stopwatch >= duration && base.isAuthority && !hasExploded)
{
Detonate();
}
}
private void Detonate()
{
hasExploded = true;
Util.PlaySound(novaSoundString, base.gameObject);
if ((bool)base.modelLocator)
{
if ((bool)base.modelLocator.modelBaseTransform)
{
EntityState.Destroy(base.modelLocator.modelBaseTransform.gameObject);
}
if ((bool)base.modelLocator.modelTransform)
{
EntityState.Destroy(base.modelLocator.modelTransform.gameObject);
}
}
DestroyChargeEffect();
if ((bool)novaEffectPrefab)
{
if (_effectData == null)
{
_effectData = new EffectData();
}
_effectData.origin = base.transform.position;
_effectData.scale = novaRadius;
EffectManager.SpawnEffect(novaEffectPrefab, _effectData, transmit: true);
}
if (attack == null)
{
attack = new BlastAttack();
}
attack.attacker = base.gameObject;
attack.inflictor = base.gameObject;
attack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
attack.baseDamage = damageStat * novaDamageCoefficient;
attack.baseForce = novaForce;
attack.position = base.transform.position;
attack.radius = novaRadius;
attack.procCoefficient = 2f;
attack.attackerFiltering = AttackerFiltering.NeverHitSelf;
attack.Fire();
if ((bool)base.healthComponent)
{
base.healthComponent.Suicide();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Pain;
}
}