173 lines
4.7 KiB
C#
173 lines
4.7 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.Paladin;
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public class DashSlam : BaseState
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{
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private float stopwatch;
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public static float damageCoefficient = 4f;
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public static float baseForceMagnitude = 16f;
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public static float bonusImpactForce;
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public static string initialAttackSoundString;
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public static GameObject chargeEffectPrefab;
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public static GameObject slamEffectPrefab;
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public static GameObject hitEffectPrefab;
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public static float initialSpeedCoefficient;
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public static float finalSpeedCoefficient;
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public static float duration;
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public static float overlapSphereRadius;
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public static float blastAttackRadius;
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private BlastAttack attack;
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private Transform modelTransform;
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private GameObject leftHandChargeEffect;
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private GameObject rightHandChargeEffect;
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private ChildLocator modelChildLocator;
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private Vector3 initialAimVector;
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private void EnableIndicator(string childLocatorName, ChildLocator childLocator = null)
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{
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if (!childLocator)
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{
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childLocator = GetModelTransform().GetComponent<ChildLocator>();
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}
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Transform transform = childLocator.FindChild(childLocatorName);
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if ((bool)transform)
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{
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transform.gameObject.SetActive(value: true);
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ObjectScaleCurve component = transform.gameObject.GetComponent<ObjectScaleCurve>();
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if ((bool)component)
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{
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component.time = 0f;
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}
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}
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}
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private void DisableIndicator(string childLocatorName, ChildLocator childLocator = null)
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{
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if (!childLocator)
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{
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childLocator = GetModelTransform().GetComponent<ChildLocator>();
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}
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Transform transform = childLocator.FindChild(childLocatorName);
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if ((bool)transform)
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{
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transform.gameObject.SetActive(value: false);
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}
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}
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public override void OnEnter()
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{
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base.OnEnter();
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modelTransform = GetModelTransform();
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Util.PlaySound(initialAttackSoundString, base.gameObject);
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initialAimVector = Vector3.ProjectOnPlane(GetAimRay().direction, Vector3.up);
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base.characterMotor.velocity.y = 0f;
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base.characterDirection.forward = initialAimVector;
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attack = new BlastAttack();
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attack.attacker = base.gameObject;
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attack.inflictor = base.gameObject;
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attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
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attack.baseDamage = damageCoefficient * damageStat;
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attack.damageType = DamageType.Stun1s;
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attack.baseForce = baseForceMagnitude;
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attack.radius = blastAttackRadius + base.characterBody.radius;
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attack.falloffModel = BlastAttack.FalloffModel.None;
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attack.attackerFiltering = AttackerFiltering.NeverHitSelf;
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if (!modelTransform)
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{
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return;
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}
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modelChildLocator = modelTransform.GetComponent<ChildLocator>();
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if ((bool)modelChildLocator)
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{
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GameObject original = chargeEffectPrefab;
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Transform transform = modelChildLocator.FindChild("HandL");
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Transform transform2 = modelChildLocator.FindChild("HandR");
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if ((bool)transform)
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{
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leftHandChargeEffect = Object.Instantiate(original, transform);
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}
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if ((bool)transform2)
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{
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rightHandChargeEffect = Object.Instantiate(original, transform2);
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}
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EnableIndicator("GroundSlamIndicator", modelChildLocator);
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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 (NetworkServer.active)
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{
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attack.position = base.transform.position;
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attack.bonusForce = (initialAimVector + Vector3.up * 0.3f) * bonusImpactForce;
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attack.Fire();
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}
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if (base.isAuthority && (bool)modelTransform)
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{
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EffectManager.SimpleMuzzleFlash(slamEffectPrefab, base.gameObject, "SlamZone", transmit: true);
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}
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EntityState.Destroy(leftHandChargeEffect);
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EntityState.Destroy(rightHandChargeEffect);
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DisableIndicator("GroundSlamIndicator", modelChildLocator);
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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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stopwatch += GetDeltaTime();
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if (base.isAuthority)
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{
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Collider[] colliders;
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int num = HGPhysics.OverlapSphere(out colliders, base.transform.position, base.characterBody.radius + overlapSphereRadius, LayerIndex.entityPrecise.mask);
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for (int i = 0; i < num; i++)
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{
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HurtBox component = colliders[i].GetComponent<HurtBox>();
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if ((bool)component && component.healthComponent != base.healthComponent)
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{
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HGPhysics.ReturnResults(colliders);
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outer.SetNextStateToMain();
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return;
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}
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}
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}
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if ((bool)base.characterMotor)
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{
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float num2 = Mathf.Lerp(initialSpeedCoefficient, finalSpeedCoefficient, stopwatch / duration) * base.characterBody.moveSpeed;
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Vector3 velocity = new Vector3(initialAimVector.x * num2, 0f, initialAimVector.z * num2);
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base.characterMotor.velocity = velocity;
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base.characterMotor.moveDirection = initialAimVector;
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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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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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}
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