r2mods/ilspy_dump/ror2_csproj/EntityStates.Seeker/SpiritPunch.cs

202 lines
4.9 KiB
C#

using System;
using RoR2;
using RoR2.Projectile;
using RoR2.Skills;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Seeker;
public class SpiritPunch : BaseState, SteppedSkillDef.IStepSetter
{
public enum Gauntlet
{
Left,
Right,
Explode
}
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public GameObject projectileFinisherPrefab;
[SerializeField]
public GameObject muzzleflashEffectPrefab;
[SerializeField]
public float procCoefficient;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float dmgBuffIncrease = 0.2f;
[SerializeField]
public float comboDamageCoefficient;
[SerializeField]
public float force = 20f;
public static float attackSpeedAltAnimationThreshold;
[SerializeField]
public float baseDuration;
[SerializeField]
public float paddingBetweenAttacks = 0.2f;
[SerializeField]
public string attackSoundString;
[SerializeField]
public string attackSoundStringAlt;
[SerializeField]
public float attackSoundPitch;
[SerializeField]
public float bloom;
private float duration;
private bool hasFiredGauntlet;
private string muzzleString;
private Transform muzzleTransform;
private Animator animator;
private ChildLocator childLocator;
private Gauntlet gauntlet;
private float extraDmgFromBuff;
public static float recoilAmplitude;
private string animationStateName;
public static event Action<bool> onSpiritOrbFired;
public void SetStep(int i)
{
gauntlet = (Gauntlet)i;
}
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
base.characterBody.SetAimTimer(2f);
animator = GetModelAnimator();
if ((bool)animator)
{
childLocator = animator.GetComponent<ChildLocator>();
}
switch (gauntlet)
{
case Gauntlet.Left:
muzzleString = "MuzzleLeft";
animationStateName = "Cast1Left";
break;
case Gauntlet.Right:
muzzleString = "MuzzleRight";
animationStateName = "Cast1Right";
break;
case Gauntlet.Explode:
muzzleString = "MuzzleEnergyBomb";
animationStateName = "SpiritPunchFinisher";
extraDmgFromBuff = dmgBuffIncrease * (float)base.characterBody.GetBuffCount(DLC2Content.Buffs.ChakraBuff);
break;
}
bool @bool = animator.GetBool("isMoving");
bool bool2 = animator.GetBool("isGrounded");
if (!@bool && bool2)
{
PlayCrossfade("FullBody, Override", animationStateName, "FireGauntlet.playbackRate", duration, 0.025f);
return;
}
PlayCrossfade("Gesture, Additive", animationStateName, "FireGauntlet.playbackRate", duration, 0.025f);
PlayCrossfade("Gesture, Override", animationStateName, "FireGauntlet.playbackRate", duration, 0.025f);
}
public override void OnExit()
{
base.OnExit();
}
private void FireGauntlet()
{
if (!hasFiredGauntlet)
{
base.characterBody.AddSpreadBloom(bloom);
Ray ray = GetAimRay();
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
if ((bool)childLocator)
{
muzzleTransform = childLocator.FindChild(muzzleString);
}
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false);
}
if (base.isAuthority)
{
float damage = damageStat * (damageCoefficient + extraDmgFromBuff);
ProjectileManager.instance.FireProjectile(projectilePrefab, muzzleTransform.position, Util.QuaternionSafeLookRotation(ray.direction), base.gameObject, damage, force, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, 70f + attackSpeedStat * 2f);
}
AddRecoil(-0.1f * recoilAmplitude, 0.1f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration - duration * 0.25f || hasFiredGauntlet)
{
if (gauntlet == Gauntlet.Explode && !hasFiredGauntlet)
{
Util.PlayAttackSpeedSound(attackSoundStringAlt, base.gameObject, attackSoundPitch);
projectilePrefab = projectileFinisherPrefab;
damageCoefficient = comboDamageCoefficient;
FireGauntlet();
SpiritPunch.onSpiritOrbFired?.Invoke(obj: true);
_ = base.characterMotor.isGrounded;
hasFiredGauntlet = true;
}
else if (!hasFiredGauntlet)
{
Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPitch);
FireGauntlet();
hasFiredGauntlet = true;
SpiritPunch.onSpiritOrbFired?.Invoke(obj: false);
}
if (base.isAuthority && base.fixedAge >= duration + duration * paddingBetweenAttacks)
{
outer.SetNextStateToMain();
}
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
public override void OnSerialize(NetworkWriter writer)
{
base.OnSerialize(writer);
writer.Write((byte)gauntlet);
}
public override void OnDeserialize(NetworkReader reader)
{
base.OnDeserialize(reader);
gauntlet = (Gauntlet)reader.ReadByte();
}
}