99 lines
2.7 KiB
C#
99 lines
2.7 KiB
C#
using RoR2;
|
|
using RoR2.Projectile;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates.ScavMonster;
|
|
|
|
public class ThrowSack : SackBaseState
|
|
{
|
|
public static float baseDuration;
|
|
|
|
public static string sound;
|
|
|
|
public static GameObject effectPrefab;
|
|
|
|
public static GameObject projectilePrefab;
|
|
|
|
public static float damageCoefficient;
|
|
|
|
public static float force;
|
|
|
|
public static float minSpread;
|
|
|
|
public static float maxSpread;
|
|
|
|
public static string attackSoundString;
|
|
|
|
public static float projectileVelocity;
|
|
|
|
public static float minimumDistance;
|
|
|
|
public static float timeToTarget = 3f;
|
|
|
|
public static int projectileCount;
|
|
|
|
private float duration;
|
|
|
|
private static int ThrowSackStateHash = Animator.StringToHash("ThrowSack");
|
|
|
|
private static int ThrowSackParamHash = Animator.StringToHash("ThrowSack.playbackRate");
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
duration = baseDuration / attackSpeedStat;
|
|
Util.PlayAttackSpeedSound(sound, base.gameObject, attackSpeedStat);
|
|
PlayAnimation("Body", ThrowSackStateHash, ThrowSackParamHash, duration);
|
|
if ((bool)effectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, SackBaseState.muzzleName, transmit: false);
|
|
}
|
|
Fire();
|
|
}
|
|
|
|
private void Fire()
|
|
{
|
|
Ray aimRay = GetAimRay();
|
|
Ray ray = aimRay;
|
|
Ray ray2 = aimRay;
|
|
Vector3 point = aimRay.GetPoint(minimumDistance);
|
|
bool flag = false;
|
|
if (Util.CharacterRaycast(base.gameObject, ray, out var hitInfo, 500f, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore))
|
|
{
|
|
point = hitInfo.point;
|
|
flag = true;
|
|
}
|
|
float magnitude = projectileVelocity;
|
|
if (flag)
|
|
{
|
|
Vector3 vector = point - ray2.origin;
|
|
Vector2 vector2 = new Vector2(vector.x, vector.z);
|
|
float magnitude2 = vector2.magnitude;
|
|
Vector2 vector3 = vector2 / magnitude2;
|
|
if (magnitude2 < minimumDistance)
|
|
{
|
|
magnitude2 = minimumDistance;
|
|
}
|
|
float y = Trajectory.CalculateInitialYSpeed(timeToTarget, vector.y);
|
|
float num = magnitude2 / timeToTarget;
|
|
Vector3 direction = new Vector3(vector3.x * num, y, vector3.y * num);
|
|
magnitude = direction.magnitude;
|
|
ray2.direction = direction;
|
|
}
|
|
for (int i = 0; i < projectileCount; i++)
|
|
{
|
|
Quaternion rotation = Util.QuaternionSafeLookRotation(Util.ApplySpread(ray2.direction, minSpread, maxSpread, 1f, 1f));
|
|
ProjectileManager.instance.FireProjectile(projectilePrefab, ray2.origin, rotation, base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, magnitude);
|
|
}
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
if (base.fixedAge >= duration && base.isAuthority)
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
}
|