r2mods/ilspy_dump/ror2_csproj/EntityStates.ParentMonster/LoomingPresence.cs

144 lines
4.1 KiB
C#

using RoR2;
using RoR2.Navigation;
using UnityEngine;
namespace EntityStates.ParentMonster;
public class LoomingPresence : BaseState
{
private Transform modelTransform;
public static GameObject blinkPrefab;
public static Material destealthMaterial;
private float stopwatch;
private Vector3 blinkDestination = Vector3.zero;
private Vector3 blinkStart = Vector3.zero;
public static float duration = 0.3f;
public static float blinkDistance = 25f;
public static string beginSoundString;
public static string endSoundString;
public static float destealthDuration;
private CharacterModel characterModel;
private HurtBoxGroup hurtboxGroup;
public override void OnEnter()
{
base.OnEnter();
Util.PlaySound(beginSoundString, base.gameObject);
modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
characterModel = modelTransform.GetComponent<CharacterModel>();
hurtboxGroup = modelTransform.GetComponent<HurtBoxGroup>();
}
if ((bool)characterModel)
{
characterModel.invisibilityCount++;
}
if ((bool)hurtboxGroup)
{
HurtBoxGroup hurtBoxGroup = hurtboxGroup;
int hurtBoxesDeactivatorCounter = hurtBoxGroup.hurtBoxesDeactivatorCounter + 1;
hurtBoxGroup.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter;
}
if ((bool)base.characterMotor)
{
base.characterMotor.enabled = false;
}
if (base.isAuthority)
{
Vector3 vector = base.inputBank.aimDirection * blinkDistance;
blinkDestination = base.transform.position;
blinkStart = base.transform.position;
NodeGraph groundNodes = SceneInfo.instance.groundNodes;
NodeGraph.NodeIndex nodeIndex = groundNodes.FindClosestNode(base.transform.position + vector, base.characterBody.hullClassification);
groundNodes.GetNodePosition(nodeIndex, out blinkDestination);
blinkDestination += base.transform.position - base.characterBody.footPosition;
vector = blinkDestination - blinkStart;
CreateBlinkEffect(Util.GetCorePosition(base.gameObject), vector);
}
}
private void CreateBlinkEffect(Vector3 origin, Vector3 direction)
{
EffectData effectData = new EffectData();
effectData.rotation = Util.QuaternionSafeLookRotation(direction);
effectData.origin = origin;
EffectManager.SpawnEffect(blinkPrefab, effectData, transmit: true);
}
private void SetPosition(Vector3 newPosition)
{
if ((bool)base.characterMotor)
{
base.characterMotor.Motor.SetPositionAndRotation(newPosition, Quaternion.identity);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if ((bool)base.characterMotor && (bool)base.characterDirection)
{
base.characterMotor.velocity = Vector3.zero;
}
SetPosition(Vector3.Lerp(blinkStart, blinkDestination, stopwatch / duration));
if (stopwatch >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override void OnExit()
{
Util.PlaySound(endSoundString, base.gameObject);
modelTransform = GetModelTransform();
if ((bool)base.characterDirection)
{
base.characterDirection.forward = GetAimRay().direction;
}
if ((bool)modelTransform && (bool)destealthMaterial)
{
TemporaryOverlayInstance temporaryOverlayInstance = TemporaryOverlayManager.AddOverlay(modelTransform.gameObject);
temporaryOverlayInstance.duration = destealthDuration;
temporaryOverlayInstance.destroyComponentOnEnd = true;
temporaryOverlayInstance.originalMaterial = destealthMaterial;
temporaryOverlayInstance.inspectorCharacterModel = modelTransform.gameObject.GetComponent<CharacterModel>();
temporaryOverlayInstance.alphaCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
temporaryOverlayInstance.animateShaderAlpha = true;
}
if ((bool)characterModel)
{
characterModel.invisibilityCount--;
}
if ((bool)hurtboxGroup)
{
HurtBoxGroup hurtBoxGroup = hurtboxGroup;
int hurtBoxesDeactivatorCounter = hurtBoxGroup.hurtBoxesDeactivatorCounter - 1;
hurtBoxGroup.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter;
}
if ((bool)base.characterMotor)
{
base.characterMotor.enabled = true;
}
base.OnExit();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}