158 lines
4.0 KiB
C#
158 lines
4.0 KiB
C#
using System.Linq;
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.VoidJailer.Weapon;
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public class Capture2 : BaseState
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{
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateName;
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public float pullFieldOfView;
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[SerializeField]
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public float pullMinDistance;
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[SerializeField]
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public float pullMaxDistance;
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[SerializeField]
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public AnimationCurve pullSuitabilityCurve;
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[SerializeField]
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public GameObject pullTracerPrefab;
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[SerializeField]
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public float pullLiftVelocity;
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[SerializeField]
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public BuffDef debuffDef;
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[SerializeField]
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public float debuffDuration;
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float procCoefficient;
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[SerializeField]
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public GameObject muzzleflashEffectPrefab;
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[SerializeField]
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public string muzzleString;
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private float duration;
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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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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateName, duration);
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Util.PlaySound(enterSoundString, base.gameObject);
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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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Ray aimRay = GetAimRay();
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if (!NetworkServer.active)
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{
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return;
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}
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BullseyeSearch bullseyeSearch = new BullseyeSearch();
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bullseyeSearch.teamMaskFilter = TeamMask.all;
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bullseyeSearch.maxAngleFilter = pullFieldOfView * 0.5f;
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bullseyeSearch.maxDistanceFilter = pullMaxDistance;
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bullseyeSearch.searchOrigin = aimRay.origin;
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bullseyeSearch.searchDirection = aimRay.direction;
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bullseyeSearch.sortMode = BullseyeSearch.SortMode.Angle;
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bullseyeSearch.filterByLoS = true;
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bullseyeSearch.RefreshCandidates();
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bullseyeSearch.FilterOutGameObject(base.gameObject);
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HurtBox hurtBox = bullseyeSearch.GetResults().FirstOrDefault();
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GetTeam();
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if (!hurtBox)
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{
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return;
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}
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Vector3 vector = hurtBox.transform.position - aimRay.origin;
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float magnitude = vector.magnitude;
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Vector3 vector2 = vector / magnitude;
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float num = 1f;
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CharacterBody body = hurtBox.healthComponent.body;
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if ((bool)body.characterMotor)
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{
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num = body.characterMotor.mass;
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}
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else if ((bool)hurtBox.healthComponent.GetComponent<Rigidbody>())
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{
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num = base.rigidbody.mass;
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}
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if ((bool)debuffDef)
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{
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body.AddTimedBuff(debuffDef, debuffDuration);
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}
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float num2 = pullSuitabilityCurve.Evaluate(num);
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Vector3 vector3 = vector2;
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float num3 = Trajectory.CalculateInitialYSpeedForHeight(Mathf.Abs(pullMinDistance - magnitude)) * Mathf.Sign(pullMinDistance - magnitude);
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vector3 *= num3;
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vector3.y = pullLiftVelocity;
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DamageInfo damageInfo = new DamageInfo
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{
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attacker = base.gameObject,
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damage = damageStat * damageCoefficient,
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position = hurtBox.transform.position,
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procCoefficient = procCoefficient
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};
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hurtBox.healthComponent.TakeDamageForce(vector3 * (num * num2), alwaysApply: true, disableAirControlUntilCollision: true);
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hurtBox.healthComponent.TakeDamage(damageInfo);
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GlobalEventManager.instance.OnHitEnemy(damageInfo, hurtBox.healthComponent.gameObject);
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if ((bool)pullTracerPrefab)
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{
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Vector3 position = hurtBox.transform.position;
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Vector3 start = base.characterBody.corePosition;
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Transform transform = FindModelChild(muzzleString);
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if ((bool)transform)
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{
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start = transform.position;
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}
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EffectData effectData = new EffectData
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{
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origin = position,
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start = start
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};
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EffectManager.SpawnEffect(pullTracerPrefab, effectData, transmit: true);
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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)
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{
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outer.SetNextState(new ExitCapture());
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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.PrioritySkill;
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}
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}
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