r2mods/ilspy_dump/ror2_csproj/EntityStates.GolemMonster/ChargeLaser.cs

199 lines
4.7 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.GolemMonster;
public class ChargeLaser : BaseState
{
public static float baseDuration = 3f;
public static float laserMaxWidth = 0.2f;
public static GameObject effectPrefab;
public static GameObject laserPrefab;
public static string attackSoundString;
private float duration;
private uint chargePlayID;
private GameObject chargeEffect;
private GameObject laserEffect;
private LineRenderer laserLineComponent;
private Vector3 laserDirection;
private Vector3 visualEndPosition;
private float flashTimer;
private bool laserOn;
protected EffectManagerHelper _efh_Charge;
public override void Reset()
{
base.Reset();
duration = 0f;
chargePlayID = 0u;
chargeEffect = null;
laserLineComponent = null;
laserDirection = Vector3.zero;
visualEndPosition = Vector3.zero;
flashTimer = 0f;
laserOn = false;
_efh_Charge = null;
}
public override void OnEnter()
{
base.OnEnter();
SetAIUpdateFrequency(alwaysUpdate: true);
duration = baseDuration / attackSpeedStat;
Transform modelTransform = GetModelTransform();
chargePlayID = Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSpeedStat);
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild("MuzzleLaser");
if ((bool)transform)
{
if ((bool)effectPrefab)
{
if (!EffectManager.ShouldUsePooledEffect(effectPrefab))
{
chargeEffect = Object.Instantiate(effectPrefab, transform.position, transform.rotation);
}
else
{
_efh_Charge = EffectManager.GetAndActivatePooledEffect(effectPrefab, transform.position, transform.rotation);
chargeEffect = _efh_Charge.gameObject;
}
chargeEffect.transform.parent = transform;
ScaleParticleSystemDuration component2 = chargeEffect.GetComponent<ScaleParticleSystemDuration>();
if ((bool)component2)
{
component2.newDuration = duration;
}
}
if ((bool)laserPrefab && laserEffect == null)
{
laserEffect = Object.Instantiate(laserPrefab, transform.position, transform.rotation);
}
if (laserEffect != null)
{
if (!laserEffect.activeInHierarchy)
{
laserEffect.SetActive(value: true);
}
if (laserEffect.transform.parent != transform)
{
laserEffect.transform.parent = transform;
}
laserLineComponent = laserEffect.GetComponent<LineRenderer>();
}
}
}
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(duration);
}
flashTimer = 0f;
laserOn = true;
}
public override void OnExit()
{
AkSoundEngine.StopPlayingID(chargePlayID);
base.OnExit();
SetAIUpdateFrequency(alwaysUpdate: false);
if ((bool)chargeEffect)
{
if (!EffectManager.UsePools)
{
EntityState.Destroy(chargeEffect);
}
else if (_efh_Charge != null && _efh_Charge.OwningPool != null)
{
if (!_efh_Charge.OwningPool.IsObjectInPool(_efh_Charge))
{
_efh_Charge.OwningPool.ReturnObject(_efh_Charge);
}
}
else
{
if (_efh_Charge != null)
{
Debug.LogFormat("ChargeLaser has no owning pool {0} {1}", base.gameObject.name, base.gameObject.GetInstanceID());
}
EntityState.Destroy(chargeEffect);
}
}
if ((bool)laserEffect && laserEffect.activeInHierarchy)
{
laserEffect.SetActive(value: false);
}
}
public override void Update()
{
base.Update();
if (!laserEffect || !laserLineComponent)
{
return;
}
float num = 1000f;
Ray aimRay = GetAimRay();
Vector3 position = laserEffect.transform.parent.position;
Vector3 point = aimRay.GetPoint(num);
laserDirection = point - position;
if (Physics.Raycast(aimRay, out var hitInfo, num, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask))
{
point = hitInfo.point;
}
laserLineComponent.SetPosition(0, position);
laserLineComponent.SetPosition(1, point);
float num2;
if (duration - base.age > 0.5f)
{
num2 = base.age / duration;
}
else
{
flashTimer -= Time.deltaTime;
if (flashTimer <= 0f)
{
laserOn = !laserOn;
flashTimer = 1f / 30f;
}
num2 = (laserOn ? 1f : 0f);
}
num2 *= laserMaxWidth;
laserLineComponent.startWidth = num2;
laserLineComponent.endWidth = num2;
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
FireLaser fireLaser = new FireLaser();
fireLaser.laserDirection = laserDirection;
outer.SetNextState(fireLaser);
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}