125 lines
3.0 KiB
C#
125 lines
3.0 KiB
C#
using System;
|
|
using RoR2;
|
|
using RoR2.Skills;
|
|
using RoR2.UI;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates.Toolbot;
|
|
|
|
public class ToolbotStanceBase : BaseState
|
|
{
|
|
protected enum WeaponStance
|
|
{
|
|
None = -1,
|
|
Nailgun,
|
|
Spear,
|
|
Grenade,
|
|
Buzzsaw
|
|
}
|
|
|
|
private CrosshairUtils.OverrideRequest crosshairOverrideRequest;
|
|
|
|
public static GameObject emptyCrosshairPrefab;
|
|
|
|
public static AnimationCurve emptyCrosshairSpreadCurve;
|
|
|
|
protected Inventory inventory;
|
|
|
|
public Type swapStateType;
|
|
|
|
protected void SetPrimarySkill()
|
|
{
|
|
base.skillLocator.primary = GetCurrentPrimarySkill();
|
|
}
|
|
|
|
protected void SetSecondarySkill(string skillName)
|
|
{
|
|
if ((bool)base.skillLocator)
|
|
{
|
|
base.skillLocator.secondary = base.skillLocator.FindSkill(skillName);
|
|
}
|
|
}
|
|
|
|
protected string GetSkillSlotStance(GenericSkill skillSlot)
|
|
{
|
|
return (skillSlot.skillDef as ToolbotWeaponSkillDef)?.stanceName ?? string.Empty;
|
|
}
|
|
|
|
protected GenericSkill GetPrimarySkill1()
|
|
{
|
|
return base.skillLocator.FindSkillByFamilyName("ToolbotBodyPrimary1");
|
|
}
|
|
|
|
protected GenericSkill GetPrimarySkill2()
|
|
{
|
|
return base.skillLocator.FindSkillByFamilyName("ToolbotBodyPrimary2");
|
|
}
|
|
|
|
protected virtual GenericSkill GetCurrentPrimarySkill()
|
|
{
|
|
return null;
|
|
}
|
|
|
|
protected void UpdateCrosshairParameters(ToolbotWeaponSkillDef weaponSkillDef)
|
|
{
|
|
GameObject crosshairPrefab = emptyCrosshairPrefab;
|
|
AnimationCurve crosshairSpreadCurve = emptyCrosshairSpreadCurve;
|
|
if ((bool)weaponSkillDef)
|
|
{
|
|
crosshairPrefab = weaponSkillDef.crosshairPrefab;
|
|
crosshairSpreadCurve = weaponSkillDef.crosshairSpreadCurve;
|
|
}
|
|
crosshairOverrideRequest?.Dispose();
|
|
crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairPrefab, CrosshairUtils.OverridePriority.Skill);
|
|
base.characterBody.spreadBloomCurve = crosshairSpreadCurve;
|
|
}
|
|
|
|
protected void SetEquipmentSlot(byte i)
|
|
{
|
|
if ((bool)inventory)
|
|
{
|
|
inventory.SetActiveEquipmentSlot(i);
|
|
}
|
|
}
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
inventory = (base.characterBody ? base.characterBody.inventory : null);
|
|
SetPrimarySkill();
|
|
ToolbotWeaponSkillDef toolbotWeaponSkillDef = GetCurrentPrimarySkill()?.skillDef as ToolbotWeaponSkillDef;
|
|
if ((bool)toolbotWeaponSkillDef)
|
|
{
|
|
SendWeaponStanceToAnimator(toolbotWeaponSkillDef);
|
|
PlayCrossfade("Gesture, Additive", toolbotWeaponSkillDef.enterGestureAnimState, 0.2f);
|
|
}
|
|
UpdateCrosshairParameters(toolbotWeaponSkillDef);
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
crosshairOverrideRequest?.Dispose();
|
|
base.OnExit();
|
|
}
|
|
|
|
protected void SendWeaponStanceToAnimator(ToolbotWeaponSkillDef weaponSkillDef)
|
|
{
|
|
if ((bool)weaponSkillDef)
|
|
{
|
|
GetModelAnimator().SetInteger("weaponStance", weaponSkillDef.animatorWeaponIndex);
|
|
}
|
|
}
|
|
|
|
protected static WeaponStance GetSkillStance(GenericSkill skillSlot)
|
|
{
|
|
return (skillSlot?.skillDef as ToolbotWeaponSkillDef)?.stanceName switch
|
|
{
|
|
"Nailgun" => WeaponStance.Nailgun,
|
|
"Spear" => WeaponStance.Spear,
|
|
"Grenade" => WeaponStance.Grenade,
|
|
"Buzzsaw" => WeaponStance.Buzzsaw,
|
|
_ => WeaponStance.None,
|
|
};
|
|
}
|
|
}
|