r2mods/ilspy_dump/ror2_csproj/EntityStates.AncientWispMon.../Enrage.cs

90 lines
2.4 KiB
C#

using System;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.AncientWispMonster;
public class Enrage : BaseState
{
public static float baseDuration = 3.5f;
public static GameObject enragePrefab;
private Animator modelAnimator;
private float duration;
private bool hasCastBuff;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modelAnimator = GetModelAnimator();
if ((bool)modelAnimator)
{
PlayCrossfade("Gesture", "Enrage", "Enrage.playbackRate", duration, 0.2f);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && (bool)modelAnimator && modelAnimator.GetFloat("Enrage.activate") > 0.5f && !hasCastBuff)
{
EffectData effectData = new EffectData();
effectData.origin = base.transform.position;
effectData.SetNetworkedObjectReference(base.gameObject);
EffectManager.SpawnEffect(enragePrefab, effectData, transmit: true);
hasCastBuff = true;
base.characterBody.AddBuff(JunkContent.Buffs.EnrageAncientWisp);
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
private static void PullEnemies(Vector3 position, Vector3 direction, float coneAngle, float maxDistance, float force, TeamIndex excludedTeam)
{
float num = Mathf.Cos(coneAngle * 0.5f * (MathF.PI / 180f));
HGPhysics.OverlapSphere(out var colliders, position, maxDistance);
foreach (Collider collider in colliders)
{
Vector3 position2 = collider.transform.position;
Vector3 normalized = (position - position2).normalized;
if (!(Vector3.Dot(-normalized, direction) >= num))
{
continue;
}
TeamIndex teamIndex = TeamIndex.Neutral;
TeamComponent component = collider.GetComponent<TeamComponent>();
if (!component)
{
continue;
}
teamIndex = component.teamIndex;
if (teamIndex != excludedTeam)
{
CharacterMotor component2 = collider.GetComponent<CharacterMotor>();
if ((bool)component2)
{
component2.ApplyForce(normalized * force);
}
Rigidbody component3 = collider.GetComponent<Rigidbody>();
if ((bool)component3)
{
component3.AddForce(normalized * force, ForceMode.Impulse);
}
}
}
HGPhysics.ReturnResults(colliders);
}
}