186 lines
4.1 KiB
C#
186 lines
4.1 KiB
C#
using RoR2;
|
|
using RoR2.Projectile;
|
|
using RoR2.Skills;
|
|
using UnityEngine;
|
|
using UnityEngine.Networking;
|
|
|
|
namespace EntityStates.Seeker;
|
|
|
|
public class SoulSearch : BaseState, SteppedSkillDef.IStepSetter
|
|
{
|
|
public enum Gauntlet
|
|
{
|
|
Left,
|
|
Right
|
|
}
|
|
|
|
[SerializeField]
|
|
public GameObject projectilePrefab;
|
|
|
|
[SerializeField]
|
|
public GameObject muzzleflashEffectPrefab;
|
|
|
|
[SerializeField]
|
|
public float procCoefficient;
|
|
|
|
[SerializeField]
|
|
public float damageCoefficient;
|
|
|
|
[SerializeField]
|
|
public float force = 20f;
|
|
|
|
public static float attackSpeedAltAnimationThreshold;
|
|
|
|
[SerializeField]
|
|
public float baseDuration;
|
|
|
|
[SerializeField]
|
|
public string attackSoundString;
|
|
|
|
[SerializeField]
|
|
public float attackSoundPitch;
|
|
|
|
public static float bloom;
|
|
|
|
[SerializeField]
|
|
public GameObject blastEffectPrefab;
|
|
|
|
[SerializeField]
|
|
public GameObject blastImpactEffectPrefab;
|
|
|
|
[SerializeField]
|
|
public float blastRadius;
|
|
|
|
[SerializeField]
|
|
public float blastDamageCoefficient;
|
|
|
|
[SerializeField]
|
|
public float blastForce;
|
|
|
|
[SerializeField]
|
|
public Vector3 blastBonusForce;
|
|
|
|
[SerializeField]
|
|
public float blastProcCoefficient;
|
|
|
|
private float duration;
|
|
|
|
private bool hasFiredGauntlet;
|
|
|
|
private string muzzleString;
|
|
|
|
private Transform muzzleTransform;
|
|
|
|
private Animator animator;
|
|
|
|
private ChildLocator childLocator;
|
|
|
|
private Gauntlet gauntlet;
|
|
|
|
private HuntressTracker huntressTracker;
|
|
|
|
public void SetStep(int i)
|
|
{
|
|
gauntlet = (Gauntlet)i;
|
|
}
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
huntressTracker = base.characterBody.GetComponent<HuntressTracker>();
|
|
if (!huntressTracker.GetTrackingTarget())
|
|
{
|
|
outer.SetNextStateToMain();
|
|
return;
|
|
}
|
|
duration = baseDuration / attackSpeedStat;
|
|
Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPitch);
|
|
base.characterBody.SetAimTimer(2f);
|
|
animator = GetModelAnimator();
|
|
if ((bool)animator)
|
|
{
|
|
childLocator = animator.GetComponent<ChildLocator>();
|
|
}
|
|
switch (gauntlet)
|
|
{
|
|
case Gauntlet.Left:
|
|
muzzleString = "MuzzleLeft";
|
|
PlayCrossfade("Gesture, Additive", "Cast1Left", "FireGauntlet.playbackRate", duration, 0.1f);
|
|
PlayCrossfade("Gesture, Override", "Cast1Left", "FireGauntlet.playbackRate", duration, 0.1f);
|
|
break;
|
|
case Gauntlet.Right:
|
|
muzzleString = "MuzzleRight";
|
|
PlayCrossfade("Gesture, Additive", "Cast1Right", "FireGauntlet.playbackRate", duration, 0.1f);
|
|
PlayCrossfade("Gesture, Override", "Cast1Right", "FireGauntlet.playbackRate", duration, 0.1f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
base.OnExit();
|
|
}
|
|
|
|
private void FireGauntlet()
|
|
{
|
|
if (!hasFiredGauntlet)
|
|
{
|
|
base.characterBody.AddSpreadBloom(bloom);
|
|
Ray aimRay = GetAimRay();
|
|
if ((bool)childLocator)
|
|
{
|
|
muzzleTransform = childLocator.FindChild(muzzleString);
|
|
}
|
|
if ((bool)muzzleflashEffectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false);
|
|
}
|
|
if (projectilePrefab != null && base.isAuthority)
|
|
{
|
|
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
|
|
fireProjectileInfo.projectilePrefab = projectilePrefab;
|
|
fireProjectileInfo.position = muzzleTransform.position;
|
|
fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(aimRay.direction);
|
|
fireProjectileInfo.owner = base.gameObject;
|
|
fireProjectileInfo.damage = damageStat * damageCoefficient;
|
|
FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
|
|
ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
if (base.fixedAge >= duration || hasFiredGauntlet)
|
|
{
|
|
if (!hasFiredGauntlet && (bool)huntressTracker.GetTrackingTarget())
|
|
{
|
|
FireGauntlet();
|
|
hasFiredGauntlet = true;
|
|
}
|
|
if (base.isAuthority)
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.Skill;
|
|
}
|
|
|
|
public override void OnSerialize(NetworkWriter writer)
|
|
{
|
|
base.OnSerialize(writer);
|
|
writer.Write((byte)gauntlet);
|
|
}
|
|
|
|
public override void OnDeserialize(NetworkReader reader)
|
|
{
|
|
base.OnDeserialize(reader);
|
|
gauntlet = (Gauntlet)reader.ReadByte();
|
|
}
|
|
}
|