r2mods/ilspy_dump/ror2_csproj/EntityStates.Assassin2/DashStrike.cs

174 lines
4.7 KiB
C#

using System;
using RoR2;
using RoR2.CharacterAI;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Assassin2;
public class DashStrike : BaseState
{
public static float dashDuration = 1f;
public static float slashDuration = 1.667f;
public static float damageCoefficient = 4f;
public static float procCoefficient;
public static float selfForce;
public static float forceMagnitude = 16f;
public static float maxDashSpeedCoefficient = 4f;
public static float maxSlashDistance = 20f;
public static GameObject hitEffectPrefab;
public static GameObject swipeEffectPrefab;
public static string enterSoundString;
public static string slashSoundString;
private Vector3 targetMoveVector;
private Vector3 targetMoveVectorVelocity;
private OverlapAttack attack;
private Animator modelAnimator;
private float duration;
private int slashCount;
private Transform modelTransform;
private bool dashComplete;
private int handParamHash;
private int swordParamHash;
private float calculatedDashSpeed;
private bool startedSlash;
private static int DashStateHash = Animator.StringToHash("Dash");
private static int SwordStrikeStateHash = Animator.StringToHash("SwordStrike");
private static int forwardSpeedParamHash = Animator.StringToHash("forwardSpeed");
public override void OnEnter()
{
base.OnEnter();
duration = (dashDuration + slashDuration) / attackSpeedStat;
modelAnimator = GetModelAnimator();
modelTransform = GetModelTransform();
base.characterMotor.velocity = Vector3.zero;
float sqrMagnitude = (base.characterBody.master.GetComponent<BaseAI>().currentEnemy.characterBody.corePosition - base.characterBody.corePosition).sqrMagnitude;
calculatedDashSpeed = Util.Remap(sqrMagnitude, 0f, maxSlashDistance * maxSlashDistance, 0f, maxDashSpeedCoefficient);
attack = new OverlapAttack();
attack.attacker = base.gameObject;
attack.inflictor = base.gameObject;
attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
attack.damage = damageCoefficient * damageStat;
attack.hitEffectPrefab = hitEffectPrefab;
attack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
attack.procCoefficient = procCoefficient;
attack.damageType = DamageType.Generic;
Util.PlayAttackSpeedSound(enterSoundString, base.gameObject, attackSpeedStat);
if ((bool)modelAnimator)
{
PlayAnimation("Gesture", DashStateHash);
handParamHash = Animator.StringToHash("HandStrike");
swordParamHash = Animator.StringToHash("SwordStrike");
}
}
public override void OnExit()
{
base.characterMotor.walkSpeedPenaltyCoefficient = 1f;
base.OnExit();
}
private void HandleSlash(int animatorParamHash, string muzzleName, string hitBoxGroupName)
{
bool flag = false;
if (modelAnimator.GetFloat(animatorParamHash) > 0.1f)
{
if (!startedSlash)
{
Util.PlaySound(slashSoundString, base.gameObject);
EffectManager.SimpleMuzzleFlash(swipeEffectPrefab, base.gameObject, muzzleName, transmit: true);
startedSlash = true;
}
if ((bool)modelTransform)
{
attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == hitBoxGroupName);
}
if ((bool)base.healthComponent)
{
base.healthComponent.TakeDamageForce(base.characterDirection.forward * selfForce, alwaysApply: true);
}
attack.ResetIgnoredHealthComponents();
if ((bool)base.characterDirection)
{
attack.forceVector = base.characterDirection.forward * forceMagnitude;
}
flag = attack.Fire();
}
else if (startedSlash || flag)
{
slashCount++;
startedSlash = false;
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (!dashComplete)
{
targetMoveVector = Vector3.ProjectOnPlane(Vector3.SmoothDamp(targetMoveVector, base.inputBank.aimDirection, ref targetMoveVectorVelocity, 0f, 0f), Vector3.up).normalized;
base.characterDirection.moveVector = targetMoveVector;
Vector3 forward = base.characterDirection.forward;
float value = moveSpeedStat * calculatedDashSpeed;
base.characterMotor.moveDirection = forward * calculatedDashSpeed;
modelAnimator.SetFloat(forwardSpeedParamHash, value);
}
if (NetworkServer.active)
{
if (base.fixedAge > dashDuration && !dashComplete)
{
PlayAnimation("Gesture", SwordStrikeStateHash);
dashComplete = true;
}
if ((bool)modelAnimator)
{
switch (slashCount)
{
case 0:
HandleSlash(handParamHash, "ShurikenTag", "ShurikenHitbox");
break;
case 1:
HandleSlash(swordParamHash, "Sword", "SwordHitbox");
break;
}
}
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}