using System; using RoR2; using RoR2.UI; using UnityEngine; namespace EntityStates.FalseSon; public class ClubForsaken2 : BaseSkillState { private class ArcVisualizer : IDisposable { private readonly Vector3[] points; private readonly float duration; private readonly GameObject arcVisualizerInstance; private readonly LineRenderer lineRenderer; public ArcVisualizer(GameObject arcVisualizerPrefab, float duration, int vertexCount) { arcVisualizerInstance = UnityEngine.Object.Instantiate(arcVisualizerPrefab); lineRenderer = arcVisualizerInstance.GetComponent(); lineRenderer.positionCount = vertexCount; points = new Vector3[vertexCount]; this.duration = duration; } public void Dispose() { EntityState.Destroy(arcVisualizerInstance); } public void SetParameters(Vector3 origin, Vector3 initialVelocity, float characterMaxSpeed, float characterAcceleration) { arcVisualizerInstance.transform.position = origin; if (!lineRenderer.useWorldSpace) { Vector3 eulerAngles = Quaternion.LookRotation(initialVelocity).eulerAngles; eulerAngles.x = 0f; eulerAngles.z = 0f; Quaternion rotation = Quaternion.Euler(eulerAngles); arcVisualizerInstance.transform.rotation = rotation; origin = Vector3.zero; initialVelocity = Quaternion.Inverse(rotation) * initialVelocity; } else { arcVisualizerInstance.transform.rotation = Quaternion.LookRotation(Vector3.Cross(initialVelocity, Vector3.up)); } float y = Physics.gravity.y; float num = duration / (float)points.Length; Vector3 vector = origin; Vector3 vector2 = initialVelocity; float num2 = num; float num3 = y * num2; float maxDistanceDelta = characterAcceleration * num2; for (int i = 0; i < points.Length; i++) { points[i] = vector; Vector2 current = Util.Vector3XZToVector2XY(vector2); current = Vector2.MoveTowards(current, Vector3.zero, maxDistanceDelta); vector2.x = current.x; vector2.z = current.y; vector2.y += num3; vector += vector2 * num2; } lineRenderer.SetPositions(points); } } public static GameObject arcVisualizerPrefab; public static float arcVisualizerSimulationLength; public static int arcVisualizerVertexCount; [SerializeField] public float baseChargeDuration = 1f; public static float minChargeForChargedAttack; public static GameObject chargeVfxPrefab; public static string chargeVfxChildLocatorName; public static GameObject crosshairOverridePrefab; public static float walkSpeedCoefficient; public static string startChargeLoopSFXString; public static string endChargeLoopSFXString; public static string enterSFXString; private CrosshairUtils.OverrideRequest crosshairOverrideRequest; private Transform chargeVfxInstanceTransform; private int gauntlet; private uint soundID; private bool chargeAnimPlayed; protected float chargeDuration { get; private set; } protected float charge { get; private set; } public override void OnEnter() { base.OnEnter(); chargeDuration = baseChargeDuration / attackSpeedStat; Util.PlaySound(enterSFXString, base.gameObject); soundID = Util.PlaySound(startChargeLoopSFXString, base.gameObject); } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.PrioritySkill; } public override void OnExit() { if ((bool)chargeVfxInstanceTransform) { EntityState.Destroy(chargeVfxInstanceTransform.gameObject); PlayAnimation("Gesture, Additive", "Empty"); PlayAnimation("Gesture, Override", "Empty"); crosshairOverrideRequest?.Dispose(); chargeVfxInstanceTransform = null; } base.characterMotor.walkSpeedPenaltyCoefficient = 1f; Util.PlaySound(endChargeLoopSFXString, base.gameObject); base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); charge = Mathf.Clamp01(base.fixedAge / chargeDuration); AkSoundEngine.SetRTPCValueByPlayingID("charFalseSon_skill1_chargeAmount", charge * 100f, soundID); base.characterBody.SetSpreadBloom(charge); base.characterBody.SetAimTimer(3f); if (charge >= minChargeForChargedAttack && !chargeVfxInstanceTransform && (bool)chargeVfxPrefab) { if ((bool)crosshairOverridePrefab && crosshairOverrideRequest == null) { crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairOverridePrefab, CrosshairUtils.OverridePriority.Skill); } Transform transform = FindModelChild(chargeVfxChildLocatorName); if ((bool)transform) { chargeVfxInstanceTransform = UnityEngine.Object.Instantiate(chargeVfxPrefab, transform).transform; ScaleParticleSystemDuration component = chargeVfxInstanceTransform.GetComponent(); if ((bool)component) { component.newDuration = (1f - minChargeForChargedAttack) * chargeDuration; } } if (!chargeAnimPlayed) { PlayCrossfade("Gesture, Additive", "ChargeSwingIntro", "ChargeSwingIntro.playbackRate", 0.2f * chargeDuration, 0.1f); PlayCrossfade("Gesture, Override", "ChargeSwingIntro", "ChargeSwingIntro.playbackRate", 0.2f * chargeDuration, 0.1f); chargeAnimPlayed = true; } } if ((bool)chargeVfxInstanceTransform) { base.characterMotor.walkSpeedPenaltyCoefficient = walkSpeedCoefficient; } if (base.isAuthority) { AuthorityFixedUpdate(); } } public override void Update() { base.Update(); Mathf.Clamp01(base.age / chargeDuration); } private void AuthorityFixedUpdate() { if (!ShouldKeepChargingAuthority()) { outer.SetNextState(GetNextStateAuthority()); } } protected virtual bool ShouldKeepChargingAuthority() { return IsKeyDownAuthority(); } protected virtual EntityState GetNextStateAuthority() { if (!base.isGrounded) { return new PreClubGroundSlam { charge = charge }; } return new ChargedClubSwing { charge = charge }; } }