142 lines
4.0 KiB
C#
142 lines
4.0 KiB
C#
using RoR2;
|
|
using RoR2.Projectile;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates.Chef;
|
|
|
|
public class Glaze : BaseState
|
|
{
|
|
public static GameObject effectPrefab;
|
|
|
|
public static GameObject projectilePrefab;
|
|
|
|
public static int grenadeCountMax = 3;
|
|
|
|
public static float damageCoefficient;
|
|
|
|
public static float fireDuration = 3f;
|
|
|
|
public static float baseDuration = 2f;
|
|
|
|
public static float arcAngle = 7f;
|
|
|
|
public static float recoilAmplitude = 1f;
|
|
|
|
public static string attackSoundString;
|
|
|
|
public static float spreadBloomValue = 0.3f;
|
|
|
|
public static float minimumTimeBetweenShots = 0.025f;
|
|
|
|
public static float maximumTimeBetweenShots = 0.1f;
|
|
|
|
public static float xDeviationSpread = 1f;
|
|
|
|
private Ray projectileRay;
|
|
|
|
private Transform modelTransform;
|
|
|
|
private float duration;
|
|
|
|
private float fireTimer;
|
|
|
|
private int grenadeCount;
|
|
|
|
private int muzzleStringEndNum = 1;
|
|
|
|
private void FireGrenade(string targetMuzzle)
|
|
{
|
|
Util.PlaySound(attackSoundString, base.gameObject);
|
|
projectileRay = GetAimRay();
|
|
if ((bool)modelTransform)
|
|
{
|
|
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
|
|
if ((bool)component)
|
|
{
|
|
Transform transform = component.FindChild(targetMuzzle);
|
|
if ((bool)transform)
|
|
{
|
|
projectileRay.origin = transform.position;
|
|
}
|
|
}
|
|
}
|
|
AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
|
|
if ((bool)effectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
|
|
}
|
|
if (base.isAuthority)
|
|
{
|
|
float x = Random.Range(0f, base.characterBody.spreadBloomAngle + xDeviationSpread);
|
|
float z = Random.Range(0f, 360f);
|
|
Vector3 up = Vector3.up;
|
|
Vector3 axis = Vector3.Cross(up, projectileRay.direction);
|
|
Vector3 vector = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward);
|
|
float y = vector.y;
|
|
vector.y = 0f;
|
|
float angle = Mathf.Atan2(vector.z, vector.x) * 57.29578f - 90f;
|
|
float angle2 = Mathf.Atan2(y, vector.magnitude) * 57.29578f + arcAngle;
|
|
Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * projectileRay.direction);
|
|
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
|
|
fireProjectileInfo.projectilePrefab = projectilePrefab;
|
|
fireProjectileInfo.position = projectileRay.origin;
|
|
fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(forward);
|
|
fireProjectileInfo.owner = base.gameObject;
|
|
fireProjectileInfo.damage = damageStat * damageCoefficient;
|
|
fireProjectileInfo.force = 0f;
|
|
fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
|
|
fireProjectileInfo.damageTypeOverride = DamageType.WeakOnHit;
|
|
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
|
|
}
|
|
base.characterBody.AddSpreadBloom(spreadBloomValue);
|
|
}
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
duration = baseDuration / attackSpeedStat;
|
|
modelTransform = GetModelTransform();
|
|
PlayAnimation("Gesture, Override", "ChefGlazeStart", "ChefGlazeStart.playbackRate", duration);
|
|
StartAimMode();
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
base.OnExit();
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
if (base.fixedAge >= duration)
|
|
{
|
|
fireTimer -= GetDeltaTime();
|
|
float num = Random.Range(minimumTimeBetweenShots, maximumTimeBetweenShots) + fireDuration / attackSpeedStat / (float)grenadeCountMax;
|
|
if (fireTimer <= 0f && grenadeCount < grenadeCountMax)
|
|
{
|
|
fireTimer += num;
|
|
arcAngle = Random.Range(-6, -12);
|
|
PlayCrossfade("Gesture, Additive", "ChefGlazeRecoil", 0.2f);
|
|
FireGrenade("MuzzleGlaze" + muzzleStringEndNum);
|
|
muzzleStringEndNum++;
|
|
if (muzzleStringEndNum > 5)
|
|
{
|
|
muzzleStringEndNum = 1;
|
|
}
|
|
grenadeCount++;
|
|
}
|
|
}
|
|
if (base.isAuthority && grenadeCount >= grenadeCountMax)
|
|
{
|
|
PlayCrossfade("Gesture, Override", "ChefGlazeExit", 0.2f);
|
|
PlayCrossfade("Gesture, Additive", "ChefGlazeExit", 0.2f);
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.Skill;
|
|
}
|
|
}
|