220 lines
5.9 KiB
C#
220 lines
5.9 KiB
C#
using System.Linq;
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using RoR2;
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using RoR2.Projectile;
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using RoR2.Skills;
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using UnityEngine;
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namespace EntityStates.GrandParentBoss;
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public class GroundSwipe : BasicMeleeAttack, SteppedSkillDef.IStepSetter
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{
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[SerializeField]
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public GameObject chargeEffectPrefab;
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public float baseChargeStartDelay;
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[SerializeField]
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public float baseFireProjectileDelay;
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[SerializeField]
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public float projectileDamageCoefficient;
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[SerializeField]
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public float projectileForce;
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[SerializeField]
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public float maxBullseyeDistance;
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[SerializeField]
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public float maxBullseyeAngle;
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[SerializeField]
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public float minProjectileDistance;
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[SerializeField]
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public float maxProjectileDistance;
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[SerializeField]
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public float projectileHorizontalSpeed;
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[SerializeField]
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public string chargeSoundName;
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[SerializeField]
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public string hitBoxGroupNameLeft;
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[SerializeField]
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public string animationLayerName = "Body";
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[SerializeField]
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public string muzzleNameLeft = "SecondaryProjectileMuzzle";
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[SerializeField]
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public string muzzleNameRight = "SecondaryProjectileMuzzle";
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[SerializeField]
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public string animationStateNameLeft = "FireSecondaryProjectile";
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[SerializeField]
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public string animationStateNameRight = "FireSecondaryProjectile";
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[SerializeField]
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public string playbackRateParam = "GroundSwipe.playbackRate";
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private GameObject chargeEffectInstance;
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private bool hasFired;
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private float chargeStartDelay;
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private float fireProjectileDelay;
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private int step;
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protected ChildLocator childLocator { get; private set; }
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void SteppedSkillDef.IStepSetter.SetStep(int i)
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{
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step = i;
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}
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public override void OnEnter()
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{
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base.OnEnter();
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hasFired = false;
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chargeStartDelay = baseChargeStartDelay / attackSpeedStat;
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fireProjectileDelay = baseFireProjectileDelay / attackSpeedStat;
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childLocator = GetModelChildLocator();
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}
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public override void OnExit()
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{
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EntityState.Destroy(chargeEffectInstance);
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base.OnExit();
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}
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protected override void PlayAnimation()
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{
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PlayCrossfade(animationLayerName, GetAnimationStateName(), playbackRateParam, duration, 1f);
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}
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public string GetMuzzleName()
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{
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if (step % 2 == 0)
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{
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return muzzleNameLeft;
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}
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return muzzleNameRight;
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}
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public string GetAnimationStateName()
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{
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if (step % 2 == 0)
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{
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return animationStateNameLeft;
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}
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return animationStateNameRight;
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}
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public override string GetHitBoxGroupName()
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{
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if (step % 2 == 0)
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{
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return hitBoxGroupNameLeft;
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}
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return hitBoxGroupName;
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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 (!chargeEffectInstance && (bool)childLocator && base.fixedAge >= chargeStartDelay)
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{
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Transform transform = childLocator.FindChild(GetMuzzleName()) ?? base.characterBody.coreTransform;
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if ((bool)transform)
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{
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if ((bool)chargeEffectPrefab)
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{
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chargeEffectInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
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chargeEffectInstance.transform.parent = transform;
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ScaleParticleSystemDuration component = chargeEffectInstance.GetComponent<ScaleParticleSystemDuration>();
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ObjectScaleCurve component2 = chargeEffectInstance.GetComponent<ObjectScaleCurve>();
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if ((bool)component)
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{
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component.newDuration = duration;
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}
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if ((bool)component2)
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{
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component2.timeMax = duration;
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}
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}
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if (chargeSoundName != null)
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{
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Util.PlaySound(chargeSoundName, base.gameObject);
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}
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}
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}
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if (base.isAuthority && !hasFired && (bool)projectilePrefab && base.fixedAge >= fireProjectileDelay)
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{
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hasFired = true;
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Ray aimRay = GetAimRay();
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Ray ray = aimRay;
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Transform transform2 = childLocator.FindChild(GetMuzzleName());
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if ((bool)transform2)
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{
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ray.origin = transform2.position;
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}
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BullseyeSearch bullseyeSearch = new BullseyeSearch();
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bullseyeSearch.viewer = base.characterBody;
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bullseyeSearch.searchOrigin = base.characterBody.corePosition;
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bullseyeSearch.searchDirection = base.characterBody.corePosition;
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bullseyeSearch.maxDistanceFilter = maxBullseyeDistance;
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bullseyeSearch.maxAngleFilter = maxBullseyeAngle;
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bullseyeSearch.teamMaskFilter = TeamMask.GetEnemyTeams(GetTeam());
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bullseyeSearch.sortMode = BullseyeSearch.SortMode.DistanceAndAngle;
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bullseyeSearch.RefreshCandidates();
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HurtBox hurtBox = bullseyeSearch.GetResults().FirstOrDefault();
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Vector3? vector = null;
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RaycastHit hitInfo;
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if ((bool)hurtBox)
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{
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vector = hurtBox.transform.position;
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}
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else if (Physics.Raycast(aimRay, out hitInfo, float.PositiveInfinity, LayerIndex.world.mask, QueryTriggerInteraction.Ignore))
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{
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vector = hitInfo.point;
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}
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = ray.origin;
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat * projectileDamageCoefficient;
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fireProjectileInfo.force = projectileForce;
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fireProjectileInfo.crit = RollCrit();
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FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
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if (vector.HasValue)
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{
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Vector3 vector2 = vector.Value - ray.origin;
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Vector2 vector3 = new Vector2(vector2.x, vector2.z);
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float magnitude = vector3.magnitude;
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Vector2 vector4 = vector3 / magnitude;
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magnitude = Mathf.Clamp(magnitude, minProjectileDistance, maxProjectileDistance);
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float y = Trajectory.CalculateInitialYSpeed(magnitude / projectileHorizontalSpeed, vector2.y);
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Vector3 direction = new Vector3(vector4.x * projectileHorizontalSpeed, y, vector4.y * projectileHorizontalSpeed);
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fireProjectileInfo2.speedOverride = direction.magnitude;
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ray.direction = direction;
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}
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else
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{
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fireProjectileInfo2.speedOverride = projectileHorizontalSpeed;
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}
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fireProjectileInfo2.rotation = Util.QuaternionSafeLookRotation(ray.direction);
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ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
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}
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}
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}
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