r2mods/ilspy_dump/ror2_csproj/EntityStates.Chef/Glaze.cs

142 lines
4.0 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Chef;
public class Glaze : BaseState
{
public static GameObject effectPrefab;
public static GameObject projectilePrefab;
public static int grenadeCountMax = 3;
public static float damageCoefficient;
public static float fireDuration = 3f;
public static float baseDuration = 2f;
public static float arcAngle = 7f;
public static float recoilAmplitude = 1f;
public static string attackSoundString;
public static float spreadBloomValue = 0.3f;
public static float minimumTimeBetweenShots = 0.025f;
public static float maximumTimeBetweenShots = 0.1f;
public static float xDeviationSpread = 1f;
private Ray projectileRay;
private Transform modelTransform;
private float duration;
private float fireTimer;
private int grenadeCount;
private int muzzleStringEndNum = 1;
private void FireGrenade(string targetMuzzle)
{
Util.PlaySound(attackSoundString, base.gameObject);
projectileRay = GetAimRay();
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild(targetMuzzle);
if ((bool)transform)
{
projectileRay.origin = transform.position;
}
}
}
AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
if (base.isAuthority)
{
float x = Random.Range(0f, base.characterBody.spreadBloomAngle + xDeviationSpread);
float z = Random.Range(0f, 360f);
Vector3 up = Vector3.up;
Vector3 axis = Vector3.Cross(up, projectileRay.direction);
Vector3 vector = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward);
float y = vector.y;
vector.y = 0f;
float angle = Mathf.Atan2(vector.z, vector.x) * 57.29578f - 90f;
float angle2 = Mathf.Atan2(y, vector.magnitude) * 57.29578f + arcAngle;
Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * projectileRay.direction);
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.projectilePrefab = projectilePrefab;
fireProjectileInfo.position = projectileRay.origin;
fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(forward);
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.damage = damageStat * damageCoefficient;
fireProjectileInfo.force = 0f;
fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
fireProjectileInfo.damageTypeOverride = DamageType.WeakOnHit;
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
}
base.characterBody.AddSpreadBloom(spreadBloomValue);
}
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modelTransform = GetModelTransform();
PlayAnimation("Gesture, Override", "ChefGlazeStart", "ChefGlazeStart.playbackRate", duration);
StartAimMode();
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration)
{
fireTimer -= GetDeltaTime();
float num = Random.Range(minimumTimeBetweenShots, maximumTimeBetweenShots) + fireDuration / attackSpeedStat / (float)grenadeCountMax;
if (fireTimer <= 0f && grenadeCount < grenadeCountMax)
{
fireTimer += num;
arcAngle = Random.Range(-6, -12);
PlayCrossfade("Gesture, Additive", "ChefGlazeRecoil", 0.2f);
FireGrenade("MuzzleGlaze" + muzzleStringEndNum);
muzzleStringEndNum++;
if (muzzleStringEndNum > 5)
{
muzzleStringEndNum = 1;
}
grenadeCount++;
}
}
if (base.isAuthority && grenadeCount >= grenadeCountMax)
{
PlayCrossfade("Gesture, Override", "ChefGlazeExit", 0.2f);
PlayCrossfade("Gesture, Additive", "ChefGlazeExit", 0.2f);
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}