r2mods/ilspy_dump/ror2_csproj/EntityStates.ClayBoss.ClayB.../FireBombardment.cs

137 lines
4.0 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.ClayBoss.ClayBossWeapon;
public class FireBombardment : BaseState
{
public static GameObject effectPrefab;
public static GameObject projectilePrefab;
public int grenadeCountMax = 3;
public static float damageCoefficient;
public static float baseTimeBetweenShots = 1f;
public static float cooldownDuration = 2f;
public static float arcAngle = 5f;
public static float recoilAmplitude = 1f;
public static string shootSoundString;
public static float spreadBloomValue = 0.3f;
private Ray aimRay;
private Transform modelTransform;
private float duration;
private float fireTimer;
private int grenadeCount;
private float timeBetweenShots;
private void FireGrenade(string targetMuzzle)
{
PlayCrossfade("Gesture, Bombardment", "FireBombardment", 0.1f);
Util.PlaySound(shootSoundString, base.gameObject);
aimRay = GetAimRay();
Vector3 vector = aimRay.origin;
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild(targetMuzzle);
if ((bool)transform)
{
vector = transform.position;
}
}
}
AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: true);
}
if (base.isAuthority)
{
float num = -1f;
if (Util.CharacterRaycast(base.gameObject, aimRay, out var hitInfo, float.PositiveInfinity, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore))
{
Vector3 point = hitInfo.point;
float velocity = projectilePrefab.GetComponent<ProjectileSimple>().velocity;
Vector3 vector2 = point - vector;
Vector2 vector3 = new Vector2(vector2.x, vector2.z);
float magnitude = vector3.magnitude;
float y = Trajectory.CalculateInitialYSpeed(magnitude / velocity, vector2.y);
Vector3 vector4 = new Vector3(vector3.x / magnitude * velocity, y, vector3.y / magnitude * velocity);
num = vector4.magnitude;
aimRay.direction = vector4 / num;
}
float x = Random.Range(0f, base.characterBody.spreadBloomAngle);
float z = Random.Range(0f, 360f);
Vector3 up = Vector3.up;
Vector3 axis = Vector3.Cross(up, aimRay.direction);
Vector3 vector5 = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward);
float y2 = vector5.y;
vector5.y = 0f;
float angle = Mathf.Atan2(vector5.z, vector5.x) * 57.29578f - 90f;
float angle2 = Mathf.Atan2(y2, vector5.magnitude) * 57.29578f;
Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * aimRay.direction);
ProjectileManager.instance.FireProjectile(projectilePrefab, vector, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, num);
}
base.characterBody.AddSpreadBloom(spreadBloomValue);
}
public override void OnEnter()
{
base.OnEnter();
timeBetweenShots = baseTimeBetweenShots / attackSpeedStat;
duration = (baseTimeBetweenShots * (float)grenadeCount + cooldownDuration) / attackSpeedStat;
PlayCrossfade("Gesture, Additive", "BeginBombardment", 0.1f);
modelTransform = GetModelTransform();
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(duration);
}
}
public override void OnExit()
{
PlayCrossfade("Gesture, Additive", "EndBombardment", 0.1f);
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority)
{
fireTimer -= GetDeltaTime();
if (fireTimer <= 0f && grenadeCount < grenadeCountMax)
{
fireTimer += timeBetweenShots;
FireGrenade("Muzzle");
grenadeCount++;
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}