r2mods/ilspy_dump/ror2_csproj/EntityStates.Commando/CombatDodge.cs

118 lines
3.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using RoR2;
using UnityEngine;
namespace EntityStates.Commando;
public class CombatDodge : DodgeState
{
public static float durationToFire;
public static int bulletCount;
public static GameObject muzzleEffectPrefab;
public static GameObject tracerEffectPrefab;
public static GameObject hitEffectPrefab;
public static float damageCoefficient;
public static float force;
public static string firePistolSoundString;
public static float recoilAmplitude = 1f;
public static float range;
private int bulletsFired;
private BullseyeSearch search;
private static int FirePistolLeftStateHash = Animator.StringToHash("FirePistol, Left");
private static int FirePistolRightStateHash = Animator.StringToHash("FirePistol, Right");
public override void OnEnter()
{
base.OnEnter();
search = new BullseyeSearch();
search.searchDirection = Vector3.zero;
search.teamMaskFilter = TeamMask.allButNeutral;
search.teamMaskFilter.RemoveTeam(base.characterBody.teamComponent.teamIndex);
search.filterByLoS = true;
search.sortMode = BullseyeSearch.SortMode.Distance;
search.maxDistanceFilter = range;
}
public override void FixedUpdate()
{
base.FixedUpdate();
float num = base.fixedAge / durationToFire;
if (bulletsFired < bulletCount && num > (float)bulletsFired / (float)bulletCount)
{
if (bulletsFired % 2 == 0)
{
PlayAnimation("Gesture Additive, Left", FirePistolLeftStateHash);
FireBullet("MuzzleLeft");
}
else
{
PlayAnimation("Gesture Additive, Right", FirePistolRightStateHash);
FireBullet("MuzzleRight");
}
}
}
private HurtBox PickNextTarget()
{
search.searchOrigin = GetAimRay().origin;
search.RefreshCandidates();
List<HurtBox> list = search.GetResults().ToList();
if (list.Count <= 0)
{
return null;
}
return list[Random.Range(0, list.Count)];
}
private void FireBullet(string targetMuzzle)
{
bulletsFired++;
AddRecoil(-0.4f * recoilAmplitude, -0.8f * recoilAmplitude, -0.3f * recoilAmplitude, 0.3f * recoilAmplitude);
if (base.isAuthority)
{
Ray aimRay = GetAimRay();
aimRay.direction = Random.onUnitSphere;
HurtBox hurtBox = PickNextTarget();
if ((bool)hurtBox)
{
aimRay.direction = hurtBox.transform.position - aimRay.origin;
}
Util.PlaySound(firePistolSoundString, base.gameObject);
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = 0f;
bulletAttack.maxSpread = base.characterBody.spreadBloomAngle;
bulletAttack.damage = damageCoefficient * damageStat;
bulletAttack.force = force;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = targetMuzzle;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.radius = 0.1f;
bulletAttack.smartCollision = true;
bulletAttack.Fire();
}
}
}