r2mods/ilspy_dump/ror2_csproj/EntityStates.Mage.Weapon/Flamethrower.cs

216 lines
6.1 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Mage.Weapon;
public class Flamethrower : BaseState
{
[SerializeField]
public GameObject flamethrowerEffectPrefab;
public static GameObject impactEffectPrefab;
public static GameObject tracerEffectPrefab;
[SerializeField]
public float maxDistance;
public static float radius;
public static float baseEntryDuration = 1f;
public static float baseFlamethrowerDuration = 2f;
public static float totalDamageCoefficient = 1.2f;
public static float procCoefficientPerTick;
public static float tickFrequency;
public static float force = 20f;
public static string startAttackSoundString;
public static string endAttackSoundString;
public static float ignitePercentChance;
public static float recoilForce;
private float tickDamageCoefficient;
private float flamethrowerStopwatch;
private float stopwatch;
private float entryDuration;
private float flamethrowerDuration;
private bool hasBegunFlamethrower;
private ChildLocator childLocator;
private Transform leftFlamethrowerTransform;
private Transform rightFlamethrowerTransform;
private Transform leftMuzzleTransform;
private Transform rightMuzzleTransform;
private bool isCrit;
private static int PrepFlamethrowerStateHash = Animator.StringToHash("PrepFlamethrower");
private static int ExitFlamethrowerStateHash = Animator.StringToHash("ExitFlamethrower");
private static int FlamethrowerParamHash = Animator.StringToHash("Flamethrower.playbackRate");
private const float flamethrowerEffectBaseDistance = 16f;
private static int FlamethrowerStateHash = Animator.StringToHash("Flamethrower");
public override void OnEnter()
{
base.OnEnter();
stopwatch = 0f;
entryDuration = baseEntryDuration / attackSpeedStat;
flamethrowerDuration = baseFlamethrowerDuration;
Transform modelTransform = GetModelTransform();
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(entryDuration + flamethrowerDuration + 1f);
}
if ((bool)modelTransform)
{
childLocator = modelTransform.GetComponent<ChildLocator>();
leftMuzzleTransform = childLocator.FindChild("MuzzleLeft");
rightMuzzleTransform = childLocator.FindChild("MuzzleRight");
}
int num = Mathf.CeilToInt(flamethrowerDuration * tickFrequency);
tickDamageCoefficient = totalDamageCoefficient / (float)num;
if (base.isAuthority && (bool)base.characterBody)
{
isCrit = Util.CheckRoll(critStat, base.characterBody.master);
}
PlayAnimation("Gesture, Additive", PrepFlamethrowerStateHash, FlamethrowerParamHash, entryDuration);
}
public override void OnExit()
{
Util.PlaySound(endAttackSoundString, base.gameObject);
PlayCrossfade("Gesture, Additive", ExitFlamethrowerStateHash, 0.1f);
if ((bool)leftFlamethrowerTransform)
{
EntityState.Destroy(leftFlamethrowerTransform.gameObject);
}
if ((bool)rightFlamethrowerTransform)
{
EntityState.Destroy(rightFlamethrowerTransform.gameObject);
}
base.OnExit();
}
private void FireGauntlet(string muzzleString)
{
Ray aimRay = GetAimRay();
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = 0f;
bulletAttack.damage = tickDamageCoefficient * damageStat;
bulletAttack.force = force;
bulletAttack.muzzleName = muzzleString;
bulletAttack.hitEffectPrefab = impactEffectPrefab;
bulletAttack.isCrit = isCrit;
bulletAttack.radius = radius;
bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
bulletAttack.stopperMask = LayerIndex.world.mask;
bulletAttack.procCoefficient = procCoefficientPerTick;
bulletAttack.maxDistance = maxDistance;
bulletAttack.smartCollision = true;
bulletAttack.damageType = (Util.CheckRoll(ignitePercentChance, base.characterBody.master) ? DamageType.IgniteOnHit : DamageType.Generic);
bulletAttack.allowTrajectoryAimAssist = false;
bulletAttack.Fire();
if ((bool)base.characterMotor)
{
base.characterMotor.ApplyForce(aimRay.direction * (0f - recoilForce));
}
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if (stopwatch >= entryDuration && !hasBegunFlamethrower)
{
hasBegunFlamethrower = true;
Util.PlaySound(startAttackSoundString, base.gameObject);
PlayAnimation("Gesture, Additive", FlamethrowerStateHash, FlamethrowerParamHash, flamethrowerDuration);
if ((bool)childLocator)
{
Transform transform = childLocator.FindChild("MuzzleLeft");
Transform transform2 = childLocator.FindChild("MuzzleRight");
if ((bool)transform)
{
leftFlamethrowerTransform = Object.Instantiate(flamethrowerEffectPrefab, transform).transform;
}
if ((bool)transform2)
{
rightFlamethrowerTransform = Object.Instantiate(flamethrowerEffectPrefab, transform2).transform;
}
if ((bool)leftFlamethrowerTransform)
{
leftFlamethrowerTransform.GetComponent<ScaleParticleSystemDuration>().newDuration = flamethrowerDuration;
}
if ((bool)rightFlamethrowerTransform)
{
rightFlamethrowerTransform.GetComponent<ScaleParticleSystemDuration>().newDuration = flamethrowerDuration;
}
}
FireGauntlet("MuzzleCenter");
}
if (hasBegunFlamethrower)
{
flamethrowerStopwatch += Time.deltaTime;
float num = 1f / tickFrequency / attackSpeedStat;
if (flamethrowerStopwatch > num)
{
flamethrowerStopwatch -= num;
FireGauntlet("MuzzleCenter");
}
UpdateFlamethrowerEffect();
}
if (stopwatch >= flamethrowerDuration + entryDuration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
private void UpdateFlamethrowerEffect()
{
Ray aimRay = GetAimRay();
Vector3 direction = aimRay.direction;
Vector3 direction2 = aimRay.direction;
if ((bool)leftFlamethrowerTransform)
{
leftFlamethrowerTransform.forward = direction;
}
if ((bool)rightFlamethrowerTransform)
{
rightFlamethrowerTransform.forward = direction2;
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}