using RoR2; using RoR2.Audio; using RoR2.Skills; using UnityEngine; namespace EntityStates.Seeker; public class BaseActive : BaseScopeState { [SerializeField] public SkillDef primaryOverride; [SerializeField] public LoopSoundDef loopSound; private GenericSkill overriddenSkill; private LoopSoundManager.SoundLoopPtr loopPtr; public override void OnEnter() { base.OnEnter(); SetScopeAlpha(1f); StartScopeParamsOverride(0f); GenericSkill genericSkill = base.skillLocator?.primary; if ((bool)genericSkill) { TryOverrideSkill(genericSkill); genericSkill.onSkillChanged += TryOverrideSkill; } if (base.isAuthority) { loopPtr = LoopSoundManager.PlaySoundLoopLocal(base.gameObject, loopSound); } } public override void OnExit() { if (loopPtr.isValid) { LoopSoundManager.StopSoundLoopLocal(loopPtr); } GenericSkill genericSkill = base.skillLocator?.primary; if ((bool)genericSkill) { genericSkill.onSkillChanged -= TryOverrideSkill; } if ((bool)overriddenSkill) { overriddenSkill.UnsetSkillOverride(this, primaryOverride, GenericSkill.SkillOverridePriority.Contextual); } EndScopeParamsOverride(0f); base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority && (!IsKeyDownAuthority() || base.characterBody.isSprinting)) { outer.SetNextState(GetNextState()); } } private void TryOverrideSkill(GenericSkill skill) { if ((bool)skill && !overriddenSkill && !skill.HasSkillOverrideOfPriority(GenericSkill.SkillOverridePriority.Contextual)) { overriddenSkill = skill; overriddenSkill.SetSkillOverride(this, primaryOverride, GenericSkill.SkillOverridePriority.Contextual); overriddenSkill.stock = base.skillLocator.secondary.stock; } } protected virtual BaseWindDown GetNextState() { return new BaseWindDown(); } }