143 lines
3.6 KiB
C#
143 lines
3.6 KiB
C#
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using UnityEngine;
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using UnityEngine.Networking;
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namespace RoR2.Projectile;
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[RequireComponent(typeof(ProjectileDamage))]
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[RequireComponent(typeof(ProjectileController))]
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public class ProjectileParentTether : MonoBehaviour
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{
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private ProjectileController projectileController;
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private ProjectileDamage projectileDamage;
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private TeamIndex myTeamIndex;
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public float attackInterval = 1f;
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public float maxTetherRange = 20f;
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public float procCoefficient = 0.1f;
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public float damageCoefficient = 1f;
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public float raycastRadius;
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public float lifetime;
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public GameObject impactEffect;
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public GameObject tetherEffectPrefab;
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public ProjectileStickOnImpact stickOnImpact;
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private GameObject tetherEffectInstance;
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private GameObject tetherEffectInstanceEnd;
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private float attackTimer;
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private float lifetimeStopwatch;
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private void Awake()
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{
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projectileController = GetComponent<ProjectileController>();
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projectileDamage = GetComponent<ProjectileDamage>();
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attackTimer = 0f;
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UpdateTetherGraphic();
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}
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private void UpdateTetherGraphic()
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{
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if (ShouldIFire())
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{
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if ((bool)tetherEffectPrefab && !tetherEffectInstance)
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{
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tetherEffectInstance = Object.Instantiate(tetherEffectPrefab, base.transform.position, base.transform.rotation);
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tetherEffectInstance.transform.parent = base.transform;
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ChildLocator component = tetherEffectInstance.GetComponent<ChildLocator>();
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tetherEffectInstanceEnd = component.FindChild("LaserEnd").gameObject;
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}
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if ((bool)tetherEffectInstance)
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{
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Ray aimRay = GetAimRay();
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tetherEffectInstance.transform.rotation = Util.QuaternionSafeLookRotation(aimRay.direction);
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tetherEffectInstanceEnd.transform.position = aimRay.origin + aimRay.direction * GetRayDistance();
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}
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}
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}
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private float GetRayDistance()
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{
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if ((bool)projectileController.owner)
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{
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return (projectileController.owner.transform.position - base.transform.position).magnitude;
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}
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return 0f;
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}
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private Ray GetAimRay()
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{
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Ray result = default(Ray);
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result.origin = base.transform.position;
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result.direction = projectileController.owner.transform.position - result.origin;
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return result;
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}
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private bool ShouldIFire()
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{
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if ((bool)stickOnImpact)
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{
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return stickOnImpact.stuck;
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}
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return true;
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}
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private void Update()
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{
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UpdateTetherGraphic();
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}
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private void FixedUpdate()
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{
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if (ShouldIFire())
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{
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lifetimeStopwatch += Time.fixedDeltaTime;
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}
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if (lifetimeStopwatch > lifetime)
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{
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Object.Destroy(base.gameObject);
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}
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if (!projectileController.owner.transform || !ShouldIFire())
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{
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return;
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}
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myTeamIndex = (projectileController.teamFilter ? projectileController.teamFilter.teamIndex : TeamIndex.Neutral);
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attackTimer -= Time.fixedDeltaTime;
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if (attackTimer <= 0f)
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{
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Ray aimRay = GetAimRay();
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attackTimer = attackInterval;
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if (aimRay.direction.magnitude < maxTetherRange && NetworkServer.active)
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{
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BulletAttack bulletAttack = new BulletAttack();
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bulletAttack.owner = projectileController.owner;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.minSpread = 0f;
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bulletAttack.damage = damageCoefficient * projectileDamage.damage;
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bulletAttack.force = 0f;
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bulletAttack.hitEffectPrefab = impactEffect;
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bulletAttack.isCrit = projectileDamage.crit;
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bulletAttack.radius = raycastRadius;
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bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
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bulletAttack.stopperMask = 0;
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bulletAttack.hitMask = LayerIndex.entityPrecise.mask;
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bulletAttack.procCoefficient = procCoefficient;
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bulletAttack.maxDistance = GetRayDistance();
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bulletAttack.Fire();
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}
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}
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}
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}
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