r2mods/ilspy_dump/ror2_csproj/EntityStates.FalseSonBoss/SwatAwayPlayersSlam.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Audio;
using UnityEngine;
namespace EntityStates.FalseSonBoss;
public class SwatAwayPlayersSlam : BaseCharacterMain
{
[SerializeField]
public float baseDuration;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public string hitBoxGroupName;
[SerializeField]
public GameObject hitEffectPrefab;
[SerializeField]
public float procCoefficient;
[SerializeField]
public float pushAwayForce;
[SerializeField]
public Vector3 forceVector;
[SerializeField]
public NetworkSoundEventDef impactSound;
public float charge;
public static float minimumDuration;
public static float blastRadius;
public static float blastProcCoefficient;
public static float blastDamageCoefficient;
public static float blastForce;
public static string enterSoundString;
public static Vector3 blastBonusForce;
public static GameObject blastImpactEffectPrefab;
public static GameObject blastEffectPrefab;
public static GameObject fistEffectPrefab;
public static GameObject swingEffectPrefab;
public static GameObject fissureSlamObject;
private GameObject swingEffectInstance;
private bool detonateNextFrame;
private bool slamComplete;
protected HitBoxGroup hitBoxGroup;
private OverlapAttack overlapAttack;
public override void OnEnter()
{
base.OnEnter();
baseDuration /= attackSpeedStat;
PlayAnimation("FullBody, Override", "ChargeSwing", "ChargeSwing.playbackRate", baseDuration);
Util.PlaySound(enterSoundString, base.gameObject);
swingEffectInstance = Object.Instantiate(swingEffectPrefab, FindModelChild("OverHeadSwingPoint"));
if (base.isAuthority)
{
hitBoxGroup = FindHitBoxGroup(GetHitBoxGroupName());
if ((bool)hitBoxGroup)
{
overlapAttack = new OverlapAttack
{
attacker = base.gameObject,
damage = damageCoefficient * damageStat,
damageColorIndex = DamageColorIndex.Default,
damageType = DamageType.Generic,
forceVector = forceVector,
hitBoxGroup = hitBoxGroup,
hitEffectPrefab = hitEffectPrefab,
impactSound = (impactSound?.index ?? NetworkSoundEventIndex.Invalid),
inflictor = base.gameObject,
isCrit = RollCrit(),
procChainMask = default(ProcChainMask),
pushAwayForce = pushAwayForce,
procCoefficient = procCoefficient,
teamIndex = GetTeam()
};
}
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (!slamComplete && base.fixedAge >= baseDuration - baseDuration * 0.8f)
{
BeginMeleeAttack();
slamComplete = true;
}
if (slamComplete)
{
outer.SetNextStateToMain();
}
}
public override void OnExit()
{
base.OnExit();
}
protected void BeginMeleeAttack()
{
Vector3 position = FindModelChild("ClubExplosionPoint").transform.position;
EffectManager.SpawnEffect(blastEffectPrefab, new EffectData
{
origin = position,
scale = blastRadius
}, transmit: true);
if (base.isAuthority && overlapAttack != null)
{
overlapAttack.Fire();
}
}
public virtual string GetHitBoxGroupName()
{
return hitBoxGroupName;
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Frozen;
}
}