156 lines
4.6 KiB
C#
156 lines
4.6 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.BrotherMonster;
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public class FistSlam : BaseState
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{
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public static float baseDuration = 3.5f;
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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 upwardForce;
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public static float radius = 3f;
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public static string attackSoundString;
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public static string muzzleString;
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public static float healthCostFraction;
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public static GameObject chargeEffectPrefab;
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public static GameObject slamImpactEffect;
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public static GameObject waveProjectilePrefab;
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public static int waveProjectileCount;
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public static float waveProjectileDamageCoefficient;
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public static float waveProjectileForce;
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private BlastAttack attack;
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private Animator modelAnimator;
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private Transform modelTransform;
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private bool hasAttacked;
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private float duration;
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private GameObject chargeInstance;
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private static int BufferEmptyStateHash = Animator.StringToHash("BufferEmpty");
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public override void OnEnter()
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{
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base.OnEnter();
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modelAnimator = GetModelAnimator();
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modelTransform = GetModelTransform();
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duration = baseDuration / attackSpeedStat;
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Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSpeedStat);
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PlayCrossfade("FullBody Override", "FistSlam", "FistSlam.playbackRate", duration, 0.1f);
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if ((bool)base.characterDirection)
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{
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base.characterDirection.moveVector = base.characterDirection.forward;
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}
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if ((bool)modelTransform)
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{
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AimAnimator component = modelTransform.GetComponent<AimAnimator>();
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if ((bool)component)
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{
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component.enabled = true;
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}
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}
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Transform transform = FindModelChild("MuzzleRight");
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if ((bool)transform && (bool)chargeEffectPrefab)
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{
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chargeInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
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chargeInstance.transform.parent = transform;
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ScaleParticleSystemDuration component2 = chargeInstance.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component2)
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{
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component2.newDuration = duration / 2.8f;
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}
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}
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}
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public override void OnExit()
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{
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if ((bool)chargeInstance)
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{
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EntityState.Destroy(chargeInstance);
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}
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PlayAnimation("FullBody Override", BufferEmptyStateHash);
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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 ((bool)modelAnimator && modelAnimator.GetFloat("fist.hitBoxActive") > 0.5f && !hasAttacked)
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{
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if ((bool)chargeInstance)
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{
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EntityState.Destroy(chargeInstance);
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}
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EffectManager.SimpleMuzzleFlash(slamImpactEffect, base.gameObject, muzzleString, transmit: false);
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if (NetworkServer.active && (bool)base.healthComponent)
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{
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DamageInfo damageInfo = new DamageInfo();
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damageInfo.damage = base.healthComponent.combinedHealth * healthCostFraction;
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damageInfo.position = base.characterBody.corePosition;
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damageInfo.force = Vector3.zero;
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damageInfo.damageColorIndex = DamageColorIndex.Default;
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damageInfo.crit = false;
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damageInfo.attacker = null;
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damageInfo.inflictor = null;
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damageInfo.damageType = DamageType.NonLethal | DamageType.BypassArmor;
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damageInfo.procCoefficient = 0f;
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damageInfo.procChainMask = default(ProcChainMask);
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base.healthComponent.TakeDamage(damageInfo);
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}
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if (base.isAuthority)
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{
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if ((bool)modelTransform)
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{
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Transform transform = FindModelChild(muzzleString);
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if ((bool)transform)
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{
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attack = new BlastAttack();
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attack.attacker = base.gameObject;
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attack.inflictor = base.gameObject;
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attack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
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attack.baseDamage = damageStat * damageCoefficient;
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attack.baseForce = forceMagnitude;
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attack.position = transform.position;
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attack.radius = radius;
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attack.bonusForce = new Vector3(0f, upwardForce, 0f);
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attack.Fire();
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}
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}
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float num = 360f / (float)waveProjectileCount;
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Vector3 vector = Vector3.ProjectOnPlane(base.inputBank.aimDirection, Vector3.up);
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Vector3 footPosition = base.characterBody.footPosition;
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for (int i = 0; i < waveProjectileCount; i++)
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{
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Vector3 forward = Quaternion.AngleAxis(num * (float)i, Vector3.up) * vector;
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ProjectileManager.instance.FireProjectile(waveProjectilePrefab, footPosition, Util.QuaternionSafeLookRotation(forward), base.gameObject, base.characterBody.damage * waveProjectileDamageCoefficient, waveProjectileForce, Util.CheckRoll(base.characterBody.crit, base.characterBody.master));
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}
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}
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hasAttacked = true;
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}
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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}
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