using RoR2; using UnityEngine; namespace EntityStates.GolemMonster; public class ChargeLaser : BaseState { public static float baseDuration = 3f; public static float laserMaxWidth = 0.2f; public static GameObject effectPrefab; public static GameObject laserPrefab; public static string attackSoundString; private float duration; private uint chargePlayID; private GameObject chargeEffect; private GameObject laserEffect; private LineRenderer laserLineComponent; private Vector3 laserDirection; private Vector3 visualEndPosition; private float flashTimer; private bool laserOn; protected EffectManagerHelper _efh_Charge; public override void Reset() { base.Reset(); duration = 0f; chargePlayID = 0u; chargeEffect = null; laserLineComponent = null; laserDirection = Vector3.zero; visualEndPosition = Vector3.zero; flashTimer = 0f; laserOn = false; _efh_Charge = null; } public override void OnEnter() { base.OnEnter(); SetAIUpdateFrequency(alwaysUpdate: true); duration = baseDuration / attackSpeedStat; Transform modelTransform = GetModelTransform(); chargePlayID = Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSpeedStat); if ((bool)modelTransform) { ChildLocator component = modelTransform.GetComponent(); if ((bool)component) { Transform transform = component.FindChild("MuzzleLaser"); if ((bool)transform) { if ((bool)effectPrefab) { if (!EffectManager.ShouldUsePooledEffect(effectPrefab)) { chargeEffect = Object.Instantiate(effectPrefab, transform.position, transform.rotation); } else { _efh_Charge = EffectManager.GetAndActivatePooledEffect(effectPrefab, transform.position, transform.rotation); chargeEffect = _efh_Charge.gameObject; } chargeEffect.transform.parent = transform; ScaleParticleSystemDuration component2 = chargeEffect.GetComponent(); if ((bool)component2) { component2.newDuration = duration; } } if ((bool)laserPrefab && laserEffect == null) { laserEffect = Object.Instantiate(laserPrefab, transform.position, transform.rotation); } if (laserEffect != null) { if (!laserEffect.activeInHierarchy) { laserEffect.SetActive(value: true); } if (laserEffect.transform.parent != transform) { laserEffect.transform.parent = transform; } laserLineComponent = laserEffect.GetComponent(); } } } } if ((bool)base.characterBody) { base.characterBody.SetAimTimer(duration); } flashTimer = 0f; laserOn = true; } public override void OnExit() { AkSoundEngine.StopPlayingID(chargePlayID); base.OnExit(); SetAIUpdateFrequency(alwaysUpdate: false); if ((bool)chargeEffect) { if (!EffectManager.UsePools) { EntityState.Destroy(chargeEffect); } else if (_efh_Charge != null && _efh_Charge.OwningPool != null) { if (!_efh_Charge.OwningPool.IsObjectInPool(_efh_Charge)) { _efh_Charge.OwningPool.ReturnObject(_efh_Charge); } } else { if (_efh_Charge != null) { Debug.LogFormat("ChargeLaser has no owning pool {0} {1}", base.gameObject.name, base.gameObject.GetInstanceID()); } EntityState.Destroy(chargeEffect); } } if ((bool)laserEffect && laserEffect.activeInHierarchy) { laserEffect.SetActive(value: false); } } public override void Update() { base.Update(); if (!laserEffect || !laserLineComponent) { return; } float num = 1000f; Ray aimRay = GetAimRay(); Vector3 position = laserEffect.transform.parent.position; Vector3 point = aimRay.GetPoint(num); laserDirection = point - position; if (Physics.Raycast(aimRay, out var hitInfo, num, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask)) { point = hitInfo.point; } laserLineComponent.SetPosition(0, position); laserLineComponent.SetPosition(1, point); float num2; if (duration - base.age > 0.5f) { num2 = base.age / duration; } else { flashTimer -= Time.deltaTime; if (flashTimer <= 0f) { laserOn = !laserOn; flashTimer = 1f / 30f; } num2 = (laserOn ? 1f : 0f); } num2 *= laserMaxWidth; laserLineComponent.startWidth = num2; laserLineComponent.endWidth = num2; } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && base.isAuthority) { FireLaser fireLaser = new FireLaser(); fireLaser.laserDirection = laserDirection; outer.SetNextState(fireLaser); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }