143 lines
3.5 KiB
C#
143 lines
3.5 KiB
C#
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.MajorConstruct;
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public class Spawn : BaseState
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{
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[SerializeField]
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public float duration;
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[SerializeField]
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public string muzzleName;
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[SerializeField]
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public GameObject muzzleEffectPrefab;
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateParam;
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[SerializeField]
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public int numPads;
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[SerializeField]
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public float padRingRadius;
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[SerializeField]
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public float maxRaycastDistance;
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[SerializeField]
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public GameObject padPrefab;
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[SerializeField]
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public float maxPadDistance;
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[SerializeField]
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public GameObject padEffectPrefab;
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[SerializeField]
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public bool alignPadsToNormal;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public bool depleteStocksPrimary;
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[SerializeField]
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public bool depleteStocksSecondary;
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[SerializeField]
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public bool depleteStocksUtility;
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[SerializeField]
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public bool depleteStocksSpecial;
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public override void OnEnter()
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{
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base.OnEnter();
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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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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Util.PlaySound(enterSoundString, base.gameObject);
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MasterSpawnSlotController component = GetComponent<MasterSpawnSlotController>();
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if (!NetworkServer.active || !padPrefab || !component)
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{
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return;
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}
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RaycastHit hitInfo = default(RaycastHit);
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for (int i = 0; i < numPads; i++)
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{
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Quaternion quaternion = Quaternion.Euler(0f, 360f * ((float)i / (float)numPads), 0f);
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Vector3 vector = base.characterBody.corePosition + quaternion * Vector3.forward * padRingRadius;
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Vector3 origin = vector + Vector3.up * maxRaycastDistance;
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if (Physics.Raycast(vector, Vector3.up, out hitInfo, maxRaycastDistance, LayerIndex.world.mask))
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{
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origin = hitInfo.point;
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}
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if (Physics.Raycast(origin, Vector3.down, out hitInfo, maxRaycastDistance * 2f, LayerIndex.world.mask) && Vector3.Distance(base.characterBody.corePosition, hitInfo.point) < maxPadDistance)
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{
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if (alignPadsToNormal)
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{
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quaternion = Quaternion.FromToRotation(Vector3.up, hitInfo.normal) * quaternion;
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}
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GameObject obj = Object.Instantiate(padPrefab, hitInfo.point, quaternion);
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NetworkedBodySpawnSlot component2 = obj.GetComponent<NetworkedBodySpawnSlot>();
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if ((bool)component2)
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{
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component.slots.Add(component2);
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}
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NetworkServer.Spawn(obj);
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if ((bool)padEffectPrefab)
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{
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EffectData effectData = new EffectData
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{
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origin = hitInfo.point,
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rotation = quaternion
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};
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EffectManager.SpawnEffect(padEffectPrefab, effectData, transmit: true);
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}
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}
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}
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}
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private void CheckForDepleteStocks(SkillSlot slot, bool deplete)
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{
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GenericSkill skill = base.skillLocator.GetSkill(slot);
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if (deplete && (bool)skill)
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{
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skill.RemoveAllStocks();
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}
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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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outer.SetNextStateToMain();
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}
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}
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public override void OnExit()
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{
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if (base.isAuthority)
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{
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CheckForDepleteStocks(SkillSlot.Primary, depleteStocksPrimary);
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CheckForDepleteStocks(SkillSlot.Secondary, depleteStocksSecondary);
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CheckForDepleteStocks(SkillSlot.Utility, depleteStocksUtility);
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CheckForDepleteStocks(SkillSlot.Special, depleteStocksSpecial);
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}
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base.OnExit();
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}
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}
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