178 lines
4.4 KiB
C#
178 lines
4.4 KiB
C#
using System.Linq;
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using RoR2;
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using UnityEngine;
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namespace EntityStates.FalseSonBoss;
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public class LunarGazeCharge : BaseState
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{
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public static float baseDuration = 3f;
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public static float laserMaxWidth = 0.2f;
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[SerializeField]
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public GameObject effectPrefab;
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[SerializeField]
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public GameObject laserPrefab;
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public static string chargeAttackSoundString;
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public static float lockOnAngle;
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private HurtBox lockedOnHurtBox;
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public float duration;
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private GameObject chargeEffect;
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private GameObject laserEffect;
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private LineRenderer laserLineComponent;
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private Vector3 visualEndPosition;
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private float flashTimer;
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private bool laserOn;
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private BullseyeSearch enemyFinder;
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private const float originalSoundDuration = 2.1f;
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protected EntityState fireState;
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public override void OnEnter()
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{
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base.OnEnter();
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fireState = new LunarGazeFire();
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duration = baseDuration / attackSpeedStat;
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PlayAnimation("Gesture, Additive", "LaserBlastStart", "LaserBlast.playbackRate", duration);
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PlayAnimation("Gesture, Override", "LaserBlastStart", "LaserBlast.playbackRate", duration);
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Transform modelTransform = GetModelTransform();
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Util.PlayAttackSpeedSound(chargeAttackSoundString, base.gameObject, 2.1f / duration);
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Ray aimRay = GetAimRay();
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enemyFinder = new BullseyeSearch();
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if ((bool)base.characterBody)
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{
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enemyFinder.viewer = base.characterBody;
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}
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enemyFinder.maxDistanceFilter = 2000f;
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enemyFinder.maxAngleFilter = lockOnAngle;
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enemyFinder.searchOrigin = aimRay.origin;
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enemyFinder.searchDirection = aimRay.direction;
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enemyFinder.filterByLoS = false;
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enemyFinder.sortMode = BullseyeSearch.SortMode.Angle;
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enemyFinder.teamMaskFilter = TeamMask.allButNeutral;
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if ((bool)base.teamComponent)
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{
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enemyFinder.teamMaskFilter.RemoveTeam(base.teamComponent.teamIndex);
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}
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild("MuzzleLaser");
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if ((bool)transform)
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{
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if ((bool)effectPrefab)
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{
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chargeEffect = Object.Instantiate(effectPrefab, transform.position, transform.rotation);
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chargeEffect.transform.parent = transform;
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ScaleParticleSystemDuration component2 = chargeEffect.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component2)
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{
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component2.newDuration = duration;
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}
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}
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if ((bool)laserPrefab)
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{
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laserEffect = Object.Instantiate(laserPrefab, transform.position, transform.rotation);
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laserEffect.transform.parent = transform;
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laserLineComponent = laserEffect.GetComponent<LineRenderer>();
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}
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}
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}
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(duration);
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}
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flashTimer = 0f;
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laserOn = true;
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}
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public override void OnExit()
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{
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PlayAnimation("FullBody, Override", "Empty");
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base.OnExit();
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if ((bool)chargeEffect)
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{
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EntityState.Destroy(chargeEffect);
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}
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if ((bool)laserEffect)
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{
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EntityState.Destroy(laserEffect);
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}
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}
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public override void Update()
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{
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base.Update();
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if (!laserEffect || !laserLineComponent)
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{
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return;
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}
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float num = 1000f;
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Ray aimRay = GetAimRay();
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enemyFinder.RefreshCandidates();
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lockedOnHurtBox = enemyFinder.GetResults().FirstOrDefault();
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if ((bool)lockedOnHurtBox)
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{
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aimRay.direction = lockedOnHurtBox.transform.position - aimRay.origin;
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}
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Vector3 position = laserEffect.transform.parent.position;
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Vector3 point = aimRay.GetPoint(num);
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if (Physics.Raycast(aimRay, out var hitInfo, num, (int)LayerIndex.world.mask | (int)LayerIndex.CommonMasks.characterBodiesOrDefault))
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{
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point = hitInfo.point;
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}
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laserLineComponent.SetPosition(0, position);
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laserLineComponent.SetPosition(1, point);
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float num2;
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if (duration - base.age > 0.5f)
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{
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num2 = base.age / duration;
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}
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else
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{
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flashTimer -= Time.deltaTime;
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if (flashTimer <= 0f)
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{
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laserOn = !laserOn;
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flashTimer = 1f / 30f;
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}
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num2 = (laserOn ? 1f : 0f);
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}
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num2 *= laserMaxWidth;
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laserLineComponent.startWidth = num2;
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laserLineComponent.endWidth = num2;
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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.fixedAge >= duration && base.isAuthority)
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{
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EntityState nextState = fireState;
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outer.SetNextState(nextState);
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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.Skill;
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}
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}
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