147 lines
4.0 KiB
C#
147 lines
4.0 KiB
C#
using System;
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Assassin.Weapon;
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public class SlashCombo : BaseState
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{
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public enum SlashComboPermutation
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{
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Slash1,
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Slash2,
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Final
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}
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public static float baseDuration = 3.5f;
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public static float mecanimDurationCoefficient;
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public static float damageCoefficient = 4f;
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public static float forceMagnitude = 16f;
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public static float selfForceMagnitude;
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public static float radius = 3f;
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public static GameObject hitEffectPrefab;
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public static GameObject swingEffectPrefab;
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public static string attackString;
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private OverlapAttack attack;
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private Animator modelAnimator;
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private float duration;
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private bool hasSlashed;
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public SlashComboPermutation slashComboPermutation;
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private static int SlashP1Hash = Animator.StringToHash("SlashP1");
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private static int SlashP2Hash = Animator.StringToHash("SlashP2");
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private static int SlashP3Hash = Animator.StringToHash("SlashP3");
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private static int SlashComboParamHash = Animator.StringToHash("SlashCombo.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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modelAnimator = GetModelAnimator();
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Transform modelTransform = GetModelTransform();
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attack = new OverlapAttack();
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attack.attacker = base.gameObject;
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attack.inflictor = base.gameObject;
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attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
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attack.damage = damageCoefficient * damageStat;
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attack.hitEffectPrefab = hitEffectPrefab;
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attack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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Util.PlaySound(attackString, base.gameObject);
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string hitboxGroupName = "";
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int animationStateHash = -1;
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switch (slashComboPermutation)
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{
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case SlashComboPermutation.Slash1:
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hitboxGroupName = "DaggerLeft";
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animationStateHash = SlashP1Hash;
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break;
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case SlashComboPermutation.Slash2:
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hitboxGroupName = "DaggerLeft";
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animationStateHash = SlashP2Hash;
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break;
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case SlashComboPermutation.Final:
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hitboxGroupName = "DaggerLeft";
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animationStateHash = SlashP3Hash;
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break;
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}
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if ((bool)modelTransform)
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{
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attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == hitboxGroupName);
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}
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if ((bool)modelAnimator)
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{
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PlayAnimation("Gesture, Override", animationStateHash, SlashComboParamHash, duration * mecanimDurationCoefficient);
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PlayAnimation("Gesture, Additive", animationStateHash, SlashComboParamHash, duration * mecanimDurationCoefficient);
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(2f);
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}
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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 (NetworkServer.active && (bool)modelAnimator && modelAnimator.GetFloat("SlashCombo.hitBoxActive") > 0.1f)
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{
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if (!hasSlashed)
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{
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EffectManager.SimpleMuzzleFlash(swingEffectPrefab, base.gameObject, "SwingCenter", transmit: true);
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HealthComponent healthComponent = base.characterBody.healthComponent;
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CharacterDirection component = base.characterBody.GetComponent<CharacterDirection>();
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if ((bool)healthComponent)
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{
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healthComponent.TakeDamageForce(selfForceMagnitude * component.forward, alwaysApply: true);
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}
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hasSlashed = true;
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}
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attack.forceVector = base.transform.forward * forceMagnitude;
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attack.Fire();
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}
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if (!(base.fixedAge >= duration) || !base.isAuthority)
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{
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return;
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}
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if ((bool)base.inputBank && base.inputBank.skill1.down)
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{
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SlashCombo slashCombo = new SlashCombo();
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switch (slashComboPermutation)
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{
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case SlashComboPermutation.Slash1:
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slashCombo.slashComboPermutation = SlashComboPermutation.Slash2;
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break;
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case SlashComboPermutation.Slash2:
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slashCombo.slashComboPermutation = SlashComboPermutation.Slash1;
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break;
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}
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outer.SetNextState(slashCombo);
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}
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else
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{
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outer.SetNextStateToMain();
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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}
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