r2mods/ilspy_dump/ror2_csproj/EntityStates.Railgunner.Reload/Reloading.cs

204 lines
5.6 KiB
C#

using System.Collections.Generic;
using RoR2;
using RoR2.Audio;
using RoR2.HudOverlay;
using RoR2.Skills;
using RoR2.UI;
using UnityEngine;
namespace EntityStates.Railgunner.Reload;
public class Reloading : BaseState
{
[SerializeField]
public float baseDuration;
[SerializeField]
public float boostWindowDelay;
[SerializeField]
public float boostWindowDuration;
[SerializeField]
public float boostGracePeriod;
[SerializeField]
public SkillDef primaryOverride;
[SerializeField]
public GameObject overlayPrefab;
[SerializeField]
public string overlayChildLocatorEntry;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
[SerializeField]
public LoopSoundDef loopSoundDef;
[SerializeField]
public string endNoBoostSoundString;
[SerializeField]
public string failSoundString;
private float duration;
private float adjustedBoostWindowDelay;
private float adjustedBoostWindowDuration;
private GenericSkill primarySkill;
private OverlayController overlayController;
private List<ActiveReloadBarController> reloadUiList = new List<ActiveReloadBarController>();
private bool hasAttempted;
private LoopSoundManager.SoundLoopPtr loopPtr;
public bool AttemptBoost()
{
if (IsInBoostWindow())
{
outer.SetNextState(new BoostConfirm());
return true;
}
foreach (ActiveReloadBarController reloadUi in reloadUiList)
{
reloadUi.SetWasFailure(wasFailure: true);
}
return false;
}
public override void OnEnter()
{
base.OnEnter();
float num = boostWindowDelay + boostWindowDuration;
float num2 = baseDuration - num;
duration = num + num2 / attackSpeedStat;
adjustedBoostWindowDelay = Mathf.Min(boostWindowDelay / baseDuration * duration, boostWindowDelay);
adjustedBoostWindowDuration = Mathf.Max((boostWindowDelay + boostWindowDuration) / baseDuration * duration, num) - adjustedBoostWindowDelay;
if ((bool)loopSoundDef)
{
loopPtr = LoopSoundManager.PlaySoundLoopLocalRtpc(base.gameObject, loopSoundDef, "attackSpeed", Util.CalculateAttackSpeedRtpcValue(attackSpeedStat));
}
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
SkillLocator component = base.gameObject.GetComponent<SkillLocator>();
if ((bool)component && (bool)component.primary)
{
primarySkill = component.primary;
primarySkill.SetSkillOverride(this, primaryOverride, GenericSkill.SkillOverridePriority.Contextual);
}
OverlayCreationParams overlayCreationParams = default(OverlayCreationParams);
overlayCreationParams.prefab = overlayPrefab;
overlayCreationParams.childLocatorEntry = overlayChildLocatorEntry;
OverlayCreationParams overlayCreationParams2 = overlayCreationParams;
overlayController = HudOverlayManager.AddOverlay(base.gameObject, overlayCreationParams2);
overlayController.onInstanceAdded += OnOverlayInstanceAdded;
overlayController.onInstanceRemove += OnOverlayInstanceRemoved;
}
public override void FixedUpdate()
{
base.FixedUpdate();
float num = ((duration > 0f) ? (base.fixedAge / duration) : 0f);
foreach (ActiveReloadBarController reloadUi in reloadUiList)
{
reloadUi.SetTValue(num);
reloadUi.SetIsWindowActive(IsInBoostWindow());
}
if (duration <= 0f || num >= 1f)
{
Util.PlaySound(endNoBoostSoundString, base.gameObject);
outer.SetNextState(new Waiting());
}
if ((bool)base.inputBank && base.inputBank.skill1.justPressed && !hasAttempted)
{
hasAttempted = true;
if (!AttemptBoost())
{
Util.PlaySound(failSoundString, base.gameObject);
}
}
}
public override void OnExit()
{
if (overlayController != null)
{
overlayController.onInstanceAdded -= OnOverlayInstanceAdded;
overlayController.onInstanceRemove -= OnOverlayInstanceRemoved;
reloadUiList.Clear();
}
if ((bool)base.skillLocator)
{
primarySkill.UnsetSkillOverride(this, primaryOverride, GenericSkill.SkillOverridePriority.Contextual);
}
for (int i = 0; i < base.skillLocator.skillSlotCount; i++)
{
GenericSkill skillAtIndex = base.skillLocator.GetSkillAtIndex(i);
if ((bool)skillAtIndex)
{
RailgunSkillDef railgunSkillDef = skillAtIndex.skillDef as RailgunSkillDef;
if ((bool)railgunSkillDef && railgunSkillDef.restockOnReload)
{
skillAtIndex.stock = skillAtIndex.maxStock;
}
}
}
if (loopPtr.isValid)
{
LoopSoundManager.StopSoundLoopLocal(loopPtr);
}
base.OnExit();
}
public bool IsInBoostWindow()
{
if (adjustedBoostWindowDelay - base.fixedAge < boostGracePeriod)
{
return base.fixedAge - (adjustedBoostWindowDelay + adjustedBoostWindowDuration) < boostGracePeriod;
}
return false;
}
public override void ModifyNextState(EntityState nextState)
{
if (nextState is BoostConfirm boostConfirm)
{
boostConfirm.overlayController = overlayController;
if ((bool)primarySkill)
{
boostConfirm.OverridePrimary(primarySkill, primaryOverride);
}
}
else if (overlayController != null)
{
HudOverlayManager.RemoveOverlay(overlayController);
}
}
private void OnOverlayInstanceAdded(OverlayController controller, GameObject instance)
{
ActiveReloadBarController component = instance.GetComponent<ActiveReloadBarController>();
float num = ((duration > 0f) ? (1f / duration) : 0f);
component.SetWindowRange(num * adjustedBoostWindowDelay, num * (adjustedBoostWindowDelay + adjustedBoostWindowDuration));
reloadUiList.Add(component);
}
private void OnOverlayInstanceRemoved(OverlayController controller, GameObject instance)
{
ActiveReloadBarController component = instance.GetComponent<ActiveReloadBarController>();
reloadUiList.Remove(component);
}
}