r2mods/ilspy_dump/ror2_csproj/EntityStates.Mage.Weapon/PrepWall.cs

168 lines
5.1 KiB
C#

using RoR2;
using RoR2.Projectile;
using RoR2.UI;
using UnityEngine;
namespace EntityStates.Mage.Weapon;
public class PrepWall : BaseState
{
public static float baseDuration;
public static GameObject areaIndicatorPrefab;
public static GameObject projectilePrefab;
public static float damageCoefficient;
public static GameObject muzzleflashEffect;
public static GameObject goodCrosshairPrefab;
public static GameObject badCrosshairPrefab;
public static string prepWallSoundString;
public static float maxDistance;
public static string fireSoundString;
public static float maxSlopeAngle;
private float duration;
private float stopwatch;
private bool goodPlacement;
private GameObject areaIndicatorInstance;
private CrosshairUtils.OverrideRequest crosshairOverrideRequest;
private EffectManagerHelper _emh_areaIndicatorInstance;
private static int PrepWallStateHash = Animator.StringToHash("PrepWall");
private static int PrepWallParamHash = Animator.StringToHash("PrepWall.playbackRate");
private static int FireWallStateHash = Animator.StringToHash("FireWall");
public override void Reset()
{
base.Reset();
duration = 0f;
stopwatch = 0f;
goodPlacement = false;
areaIndicatorInstance = null;
_emh_areaIndicatorInstance = null;
}
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
base.characterBody.SetAimTimer(duration + 2f);
PlayAnimation("Gesture, Additive", PrepWallStateHash, PrepWallParamHash, duration);
Util.PlaySound(prepWallSoundString, base.gameObject);
if (!EffectManager.ShouldUsePooledEffect(areaIndicatorPrefab))
{
areaIndicatorInstance = Object.Instantiate(areaIndicatorPrefab);
}
else
{
_emh_areaIndicatorInstance = EffectManager.GetAndActivatePooledEffect(areaIndicatorPrefab, Vector3.zero, Quaternion.identity);
areaIndicatorInstance = _emh_areaIndicatorInstance.gameObject;
}
UpdateAreaIndicator();
}
private void UpdateAreaIndicator()
{
bool flag = goodPlacement;
goodPlacement = false;
areaIndicatorInstance.SetActive(value: true);
if ((bool)areaIndicatorInstance)
{
float num = maxDistance;
float extraRaycastDistance = 0f;
Ray aimRay = GetAimRay();
if (Physics.Raycast(CameraRigController.ModifyAimRayIfApplicable(aimRay, base.gameObject, out extraRaycastDistance), out var hitInfo, num + extraRaycastDistance, LayerIndex.world.mask))
{
areaIndicatorInstance.transform.position = hitInfo.point;
areaIndicatorInstance.transform.up = hitInfo.normal;
areaIndicatorInstance.transform.forward = -aimRay.direction;
goodPlacement = Vector3.Angle(Vector3.up, hitInfo.normal) < maxSlopeAngle;
}
if (flag != goodPlacement || crosshairOverrideRequest == null)
{
crosshairOverrideRequest?.Dispose();
GameObject crosshairPrefab = (goodPlacement ? goodCrosshairPrefab : badCrosshairPrefab);
crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairPrefab, CrosshairUtils.OverridePriority.Skill);
}
}
areaIndicatorInstance.SetActive(goodPlacement);
}
public override void Update()
{
base.Update();
UpdateAreaIndicator();
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if (stopwatch >= duration && !base.inputBank.skill3.down && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override void OnExit()
{
if (!outer.destroying)
{
if (goodPlacement)
{
PlayAnimation("Gesture, Additive", FireWallStateHash);
Util.PlaySound(fireSoundString, base.gameObject);
if ((bool)areaIndicatorInstance && base.isAuthority)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffect, base.gameObject, "MuzzleLeft", transmit: true);
EffectManager.SimpleMuzzleFlash(muzzleflashEffect, base.gameObject, "MuzzleRight", transmit: true);
Vector3 forward = areaIndicatorInstance.transform.forward;
forward.y = 0f;
forward.Normalize();
Vector3 vector = Vector3.Cross(Vector3.up, forward);
bool crit = Util.CheckRoll(critStat, base.characterBody.master);
ProjectileManager.instance.FireProjectile(projectilePrefab, areaIndicatorInstance.transform.position + Vector3.up, Util.QuaternionSafeLookRotation(vector), base.gameObject, damageStat * damageCoefficient, 0f, crit);
ProjectileManager.instance.FireProjectile(projectilePrefab, areaIndicatorInstance.transform.position + Vector3.up, Util.QuaternionSafeLookRotation(-vector), base.gameObject, damageStat * damageCoefficient, 0f, crit);
}
}
else
{
base.skillLocator.utility.AddOneStock();
PlayCrossfade("Gesture, Additive", "BufferEmpty", 0.2f);
}
}
if (_emh_areaIndicatorInstance != null && _emh_areaIndicatorInstance.OwningPool != null)
{
_emh_areaIndicatorInstance.OwningPool.ReturnObject(_emh_areaIndicatorInstance);
}
else
{
EntityState.Destroy(areaIndicatorInstance.gameObject);
}
areaIndicatorInstance = null;
_emh_areaIndicatorInstance = null;
crosshairOverrideRequest?.Dispose();
base.OnExit();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Pain;
}
}