r2mods/ilspy_dump/ror2_csproj/EntityStates.Drone.DroneWeapon/HealBeam.cs

99 lines
2.6 KiB
C#

using System.Linq;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Drone.DroneWeapon;
public class HealBeam : BaseState
{
public static float baseDuration;
public static float healCoefficient = 5f;
public static GameObject healBeamPrefab;
public HurtBox target;
private HealBeamController healBeamController;
private float duration;
private float lineWidthRefVelocity;
public override void OnEnter()
{
base.OnEnter();
PlayCrossfade("Gesture", "Heal", 0.2f);
duration = baseDuration / attackSpeedStat;
float healRate = healCoefficient * damageStat / duration;
Ray aimRay = GetAimRay();
Transform transform = FindModelChild("Muzzle");
if (NetworkServer.active)
{
BullseyeSearch bullseyeSearch = new BullseyeSearch();
bullseyeSearch.teamMaskFilter = TeamMask.none;
if ((bool)base.teamComponent)
{
bullseyeSearch.teamMaskFilter.AddTeam(base.teamComponent.teamIndex);
}
bullseyeSearch.filterByLoS = false;
bullseyeSearch.maxDistanceFilter = 50f;
bullseyeSearch.maxAngleFilter = 180f;
bullseyeSearch.searchOrigin = aimRay.origin;
bullseyeSearch.searchDirection = aimRay.direction;
bullseyeSearch.sortMode = BullseyeSearch.SortMode.Angle;
bullseyeSearch.RefreshCandidates();
bullseyeSearch.FilterOutGameObject(base.gameObject);
target = bullseyeSearch.GetResults().FirstOrDefault();
if ((bool)transform && (bool)target)
{
GameObject gameObject = Object.Instantiate(healBeamPrefab, transform);
healBeamController = gameObject.GetComponent<HealBeamController>();
healBeamController.healRate = healRate;
healBeamController.target = target;
healBeamController.ownership.ownerObject = base.gameObject;
NetworkServer.Spawn(gameObject);
}
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if ((base.fixedAge >= duration || !target) && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override void OnExit()
{
PlayCrossfade("Gesture", "Empty", 0.2f);
if ((bool)healBeamController)
{
healBeamController.BreakServer();
}
base.OnExit();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Any;
}
public override void OnSerialize(NetworkWriter writer)
{
base.OnSerialize(writer);
HurtBoxReference.FromHurtBox(target).Write(writer);
}
public override void OnDeserialize(NetworkReader reader)
{
base.OnDeserialize(reader);
HurtBoxReference hurtBoxReference = default(HurtBoxReference);
hurtBoxReference.Read(reader);
target = hurtBoxReference.ResolveGameObject()?.GetComponent<HurtBox>();
}
}