112 lines
2.7 KiB
C#
112 lines
2.7 KiB
C#
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using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.VoidSurvivor.Weapon;
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public class FireMegaBlasterBase : BaseState
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{
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public GameObject muzzleflashEffectPrefab;
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[SerializeField]
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public float baseDuration = 2f;
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[SerializeField]
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public float damageCoefficient = 1.2f;
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[SerializeField]
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public float force = 20f;
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[SerializeField]
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public string attackSoundString;
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[SerializeField]
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public float recoilAmplitude;
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[SerializeField]
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public float bloom;
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[SerializeField]
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public string muzzle;
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[SerializeField]
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public float spread;
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[SerializeField]
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public float yawPerProjectile;
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[SerializeField]
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public float selfKnockbackForce;
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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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private float duration;
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public override void OnEnter()
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{
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base.OnEnter();
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Ray aimRay = GetAimRay();
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duration = baseDuration / attackSpeedStat;
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StartAimMode(duration + 2f);
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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Util.PlaySound(attackSoundString, base.gameObject);
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AddRecoil(-1f * recoilAmplitude, -1.5f * recoilAmplitude, -0.25f * recoilAmplitude, 0.25f * recoilAmplitude);
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base.characterBody.AddSpreadBloom(bloom);
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzle, transmit: false);
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}
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if (base.isAuthority)
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{
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FireProjectiles();
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}
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base.characterBody.characterMotor.ApplyForce((0f - selfKnockbackForce) * aimRay.direction);
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}
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private void FireProjectiles()
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{
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Ray ray = GetAimRay();
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TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
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ray.direction = Util.ApplySpread(ray.direction, 0f, spread, 1f, 1f);
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = ray.origin;
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fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(ray.direction);
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat * damageCoefficient;
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fireProjectileInfo.force = force;
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fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
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ProjectileManager.instance.FireProjectile(fireProjectileInfo);
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}
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public override void OnExit()
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{
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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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if (base.isAuthority && base.fixedAge >= duration)
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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.Skill;
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}
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}
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