187 lines
5.3 KiB
C#
187 lines
5.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using RoR2;
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using RoR2.Orbs;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Huntress.HuntressWeapon;
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public class ChargeArrow : BaseState
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{
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public static float baseTotalDuration;
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public static float baseMaxChargeTime;
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public static int maxCharges;
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public static GameObject chargeEffectPrefab;
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public static GameObject muzzleflashEffectPrefab;
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public static string chargeStockSoundString;
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public static string chargeLoopStartSoundString;
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public static string chargeLoopStopSoundString;
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public static float minBonusBloom;
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public static float maxBonusBloom;
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public static float minArrowDamageCoefficient;
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public static float maxArrowDamageCoefficient;
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public static float orbDamageCoefficient;
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public static float orbRange;
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public static float orbFrequency;
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public static float orbProcCoefficient;
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private float stopwatch;
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private GameObject chargeLeftInstance;
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private GameObject chargeRightInstance;
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private Animator animator;
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private int charge;
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private int lastCharge;
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private ChildLocator childLocator;
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private float totalDuration;
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private float maxChargeTime;
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private bool cachedSprinting;
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private float originalMinYaw;
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private float originalMaxYaw;
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private string muzzleString;
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private static int chargingArrowParamHash = Animator.StringToHash("chargingArrow");
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private static int BufferEmptyStateHash = Animator.StringToHash("BufferEmpty");
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private static int FireSeekingArrowStateHash = Animator.StringToHash("FireSeekingArrow");
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public override void OnEnter()
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{
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base.OnEnter();
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totalDuration = baseTotalDuration / attackSpeedStat;
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maxChargeTime = baseMaxChargeTime / attackSpeedStat;
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muzzleString = "Muzzle";
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Transform modelTransform = GetModelTransform();
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childLocator = modelTransform.GetComponent<ChildLocator>();
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animator = GetModelAnimator();
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cachedSprinting = base.characterBody.isSprinting;
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if (!cachedSprinting)
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{
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animator.SetBool(chargingArrowParamHash, value: true);
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(maxChargeTime + 1f);
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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animator.SetBool(chargingArrowParamHash, value: false);
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if (!cachedSprinting)
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{
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PlayAnimation("Gesture, Override", BufferEmptyStateHash);
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PlayAnimation("Gesture, Additive", BufferEmptyStateHash);
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}
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}
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private void FireOrbArrow()
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{
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if (NetworkServer.active)
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{
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HuntressArrowOrb huntressArrowOrb = new HuntressArrowOrb();
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huntressArrowOrb.damageValue = base.characterBody.damage * orbDamageCoefficient;
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huntressArrowOrb.isCrit = Util.CheckRoll(base.characterBody.crit, base.characterBody.master);
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huntressArrowOrb.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
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huntressArrowOrb.attacker = base.gameObject;
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huntressArrowOrb.damageColorIndex = DamageColorIndex.Poison;
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huntressArrowOrb.procChainMask.AddProc(ProcType.HealOnHit);
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huntressArrowOrb.procCoefficient = orbProcCoefficient;
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Ray aimRay = GetAimRay();
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BullseyeSearch bullseyeSearch = new BullseyeSearch();
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bullseyeSearch.searchOrigin = aimRay.origin;
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bullseyeSearch.searchDirection = aimRay.direction;
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bullseyeSearch.maxDistanceFilter = orbRange;
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bullseyeSearch.teamMaskFilter = TeamMask.allButNeutral;
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bullseyeSearch.teamMaskFilter.RemoveTeam(huntressArrowOrb.teamIndex);
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bullseyeSearch.sortMode = BullseyeSearch.SortMode.Distance;
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bullseyeSearch.RefreshCandidates();
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List<HurtBox> list = bullseyeSearch.GetResults().ToList();
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HurtBox hurtBox = ((list.Count > 0) ? list[Random.Range(0, list.Count)] : null);
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if ((bool)hurtBox)
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{
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Transform transform = childLocator.FindChild(muzzleString).transform;
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: true);
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huntressArrowOrb.origin = transform.position;
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huntressArrowOrb.target = hurtBox;
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PlayAnimation("Gesture, Override", FireSeekingArrowStateHash);
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PlayAnimation("Gesture, Additive", FireSeekingArrowStateHash);
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OrbManager.instance.AddOrb(huntressArrowOrb);
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}
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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 (cachedSprinting != base.characterBody.isSprinting && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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else if (!cachedSprinting)
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{
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lastCharge = charge;
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stopwatch += GetDeltaTime();
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charge = Mathf.Min((int)(stopwatch / maxChargeTime * (float)maxCharges), maxCharges);
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float damageCoefficient = Mathf.Lerp(minArrowDamageCoefficient, maxArrowDamageCoefficient, charge);
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if (lastCharge < charge && charge == maxCharges)
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{
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EffectManager.SimpleMuzzleFlash(chargeEffectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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if ((stopwatch >= totalDuration || !base.inputBank || !base.inputBank.skill1.down) && base.isAuthority)
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{
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FireArrow fireArrow = new FireArrow();
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fireArrow.damageCoefficient = damageCoefficient;
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outer.SetNextState(fireArrow);
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}
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}
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else
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{
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stopwatch += GetDeltaTime();
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if (stopwatch >= 1f / orbFrequency / attackSpeedStat)
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{
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stopwatch -= 1f / orbFrequency / attackSpeedStat;
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FireOrbArrow();
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}
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if ((!base.inputBank || !base.inputBank.skill1.down) && 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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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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