202 lines
4.9 KiB
C#
202 lines
4.9 KiB
C#
using System;
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using RoR2;
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using RoR2.Projectile;
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using RoR2.Skills;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Seeker;
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public class SpiritPunch : BaseState, SteppedSkillDef.IStepSetter
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{
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public enum Gauntlet
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{
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Left,
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Right,
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Explode
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}
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public GameObject projectileFinisherPrefab;
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[SerializeField]
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public GameObject muzzleflashEffectPrefab;
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[SerializeField]
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public float procCoefficient;
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float dmgBuffIncrease = 0.2f;
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[SerializeField]
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public float comboDamageCoefficient;
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[SerializeField]
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public float force = 20f;
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public static float attackSpeedAltAnimationThreshold;
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public float paddingBetweenAttacks = 0.2f;
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[SerializeField]
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public string attackSoundString;
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[SerializeField]
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public string attackSoundStringAlt;
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[SerializeField]
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public float attackSoundPitch;
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[SerializeField]
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public float bloom;
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private float duration;
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private bool hasFiredGauntlet;
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private string muzzleString;
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private Transform muzzleTransform;
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private Animator animator;
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private ChildLocator childLocator;
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private Gauntlet gauntlet;
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private float extraDmgFromBuff;
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public static float recoilAmplitude;
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private string animationStateName;
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public static event Action<bool> onSpiritOrbFired;
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public void SetStep(int i)
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{
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gauntlet = (Gauntlet)i;
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}
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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base.characterBody.SetAimTimer(2f);
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animator = GetModelAnimator();
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if ((bool)animator)
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{
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childLocator = animator.GetComponent<ChildLocator>();
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}
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switch (gauntlet)
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{
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case Gauntlet.Left:
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muzzleString = "MuzzleLeft";
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animationStateName = "Cast1Left";
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break;
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case Gauntlet.Right:
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muzzleString = "MuzzleRight";
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animationStateName = "Cast1Right";
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break;
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case Gauntlet.Explode:
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muzzleString = "MuzzleEnergyBomb";
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animationStateName = "SpiritPunchFinisher";
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extraDmgFromBuff = dmgBuffIncrease * (float)base.characterBody.GetBuffCount(DLC2Content.Buffs.ChakraBuff);
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break;
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}
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bool @bool = animator.GetBool("isMoving");
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bool bool2 = animator.GetBool("isGrounded");
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if (!@bool && bool2)
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{
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PlayCrossfade("FullBody, Override", animationStateName, "FireGauntlet.playbackRate", duration, 0.025f);
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return;
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}
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PlayCrossfade("Gesture, Additive", animationStateName, "FireGauntlet.playbackRate", duration, 0.025f);
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PlayCrossfade("Gesture, Override", animationStateName, "FireGauntlet.playbackRate", duration, 0.025f);
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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private void FireGauntlet()
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{
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if (!hasFiredGauntlet)
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{
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base.characterBody.AddSpreadBloom(bloom);
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Ray ray = GetAimRay();
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TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
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if ((bool)childLocator)
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{
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muzzleTransform = childLocator.FindChild(muzzleString);
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}
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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if (base.isAuthority)
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{
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float damage = damageStat * (damageCoefficient + extraDmgFromBuff);
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ProjectileManager.instance.FireProjectile(projectilePrefab, muzzleTransform.position, Util.QuaternionSafeLookRotation(ray.direction), base.gameObject, damage, force, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, 70f + attackSpeedStat * 2f);
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}
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AddRecoil(-0.1f * recoilAmplitude, 0.1f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
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}
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (base.fixedAge >= duration - duration * 0.25f || hasFiredGauntlet)
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{
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if (gauntlet == Gauntlet.Explode && !hasFiredGauntlet)
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{
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Util.PlayAttackSpeedSound(attackSoundStringAlt, base.gameObject, attackSoundPitch);
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projectilePrefab = projectileFinisherPrefab;
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damageCoefficient = comboDamageCoefficient;
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FireGauntlet();
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SpiritPunch.onSpiritOrbFired?.Invoke(obj: true);
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_ = base.characterMotor.isGrounded;
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hasFiredGauntlet = true;
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}
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else if (!hasFiredGauntlet)
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{
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Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPitch);
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FireGauntlet();
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hasFiredGauntlet = true;
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SpiritPunch.onSpiritOrbFired?.Invoke(obj: false);
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}
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if (base.isAuthority && base.fixedAge >= duration + duration * paddingBetweenAttacks)
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{
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outer.SetNextStateToMain();
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}
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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}
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public override void OnSerialize(NetworkWriter writer)
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{
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base.OnSerialize(writer);
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writer.Write((byte)gauntlet);
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}
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public override void OnDeserialize(NetworkReader reader)
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{
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base.OnDeserialize(reader);
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gauntlet = (Gauntlet)reader.ReadByte();
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}
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}
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