95 lines
1.9 KiB
C#
95 lines
1.9 KiB
C#
using RoR2;
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using RoR2.CharacterAI;
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using UnityEngine;
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namespace EntityStates.AI.Walker;
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public class LookBusy : BaseAIState
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{
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private const float minDuration = 2f;
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private const float maxDuration = 7f;
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private Vector3 targetPosition;
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private float duration;
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private float lookTimer;
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private const float minLookDuration = 0.5f;
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private const float maxLookDuration = 4f;
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private const int lookTries = 4;
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private const float lookRaycastLength = 25f;
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protected virtual void PickNewTargetLookDirection()
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{
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if ((bool)base.bodyInputBank)
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{
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float num = 0f;
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Vector3 aimOrigin = base.bodyInputBank.aimOrigin;
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for (int i = 0; i < 4; i++)
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{
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Vector3 onUnitSphere = Random.onUnitSphere;
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float num2 = 25f;
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if (Physics.Raycast(new Ray(aimOrigin, onUnitSphere), out var hitInfo, 25f, LayerIndex.world.mask, QueryTriggerInteraction.Ignore))
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{
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num2 = hitInfo.distance;
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}
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if (num2 > num)
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{
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num = num2;
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bodyInputs.desiredAimDirection = onUnitSphere;
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}
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}
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}
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lookTimer = Random.Range(0.5f, 4f);
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}
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public override void OnEnter()
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{
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base.OnEnter();
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duration = Random.Range(2f, 7f);
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base.bodyInputBank.moveVector = Vector3.zero;
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base.bodyInputBank.jump.PushState(newState: false);
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PickNewTargetLookDirection();
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (!base.ai || !base.body)
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{
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return;
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}
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if ((bool)base.ai.skillDriverEvaluation.dominantSkillDriver)
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{
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outer.SetNextState(new Combat());
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}
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if (base.ai.hasAimConfirmation)
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{
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lookTimer -= GetDeltaTime();
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if (lookTimer <= 0f)
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{
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PickNewTargetLookDirection();
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}
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}
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if (base.fixedAge >= duration)
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{
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outer.SetNextState(new Wander());
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}
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}
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public override BaseAI.BodyInputs GenerateBodyInputs(in BaseAI.BodyInputs previousBodyInputs)
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{
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return bodyInputs;
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}
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}
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