170 lines
4.6 KiB
C#
170 lines
4.6 KiB
C#
using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.VoidSurvivor;
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public class VoidBlinkBase : BaseState
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{
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public class VoidBlinkUp : VoidBlinkBase
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{
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}
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public class VoidBlinkDown : VoidBlinkBase
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{
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}
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private Transform modelTransform;
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[SerializeField]
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public GameObject blinkEffectPrefab;
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[SerializeField]
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public float duration = 0.3f;
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[SerializeField]
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public float speedCoefficient = 25f;
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[SerializeField]
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public string beginSoundString;
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[SerializeField]
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public string endSoundString;
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[SerializeField]
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public AnimationCurve forwardSpeed;
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[SerializeField]
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public AnimationCurve upSpeed;
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[SerializeField]
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public GameObject blinkVfxPrefab;
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[SerializeField]
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public float overlayDuration;
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[SerializeField]
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public Material overlayMaterial;
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private CharacterModel characterModel;
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private HurtBoxGroup hurtboxGroup;
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private Vector3 forwardVector;
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private GameObject blinkVfxInstance;
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private uint soundID;
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public override void OnEnter()
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{
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base.OnEnter();
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base.characterBody.bodyFlags |= CharacterBody.BodyFlags.OverheatImmune;
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soundID = Util.PlaySound(beginSoundString, base.gameObject);
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forwardVector = ((base.inputBank.moveVector == Vector3.zero) ? base.characterDirection.forward : base.inputBank.moveVector).normalized;
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modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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characterModel = modelTransform.GetComponent<CharacterModel>();
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hurtboxGroup = modelTransform.GetComponent<HurtBoxGroup>();
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}
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if ((bool)characterModel)
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{
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characterModel.invisibilityCount++;
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}
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if ((bool)hurtboxGroup)
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{
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HurtBoxGroup hurtBoxGroup = hurtboxGroup;
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int hurtBoxesDeactivatorCounter = hurtBoxGroup.hurtBoxesDeactivatorCounter + 1;
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hurtBoxGroup.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter;
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}
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if (NetworkServer.active)
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{
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Util.CleanseBody(base.characterBody, removeDebuffs: true, removeBuffs: false, removeCooldownBuffs: false, removeDots: true, removeStun: true, removeNearbyProjectiles: false);
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}
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blinkVfxInstance = Object.Instantiate(blinkVfxPrefab);
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blinkVfxInstance.transform.SetParent(base.transform, worldPositionStays: false);
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CreateBlinkEffect(Util.GetCorePosition(base.gameObject));
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}
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protected virtual Vector3 GetBlinkVector()
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{
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return base.inputBank.aimDirection;
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}
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private void CreateBlinkEffect(Vector3 origin)
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{
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EffectData effectData = new EffectData();
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effectData.rotation = Util.QuaternionSafeLookRotation(GetVelocity());
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effectData.origin = origin;
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EffectManager.SpawnEffect(blinkEffectPrefab, effectData, transmit: false);
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}
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private Vector3 GetVelocity()
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{
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float time = base.fixedAge / duration;
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Vector3 vector = forwardSpeed.Evaluate(time) * forwardVector;
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Vector3 vector2 = upSpeed.Evaluate(time) * Vector3.up;
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return (vector + vector2) * speedCoefficient * moveSpeedStat;
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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 ((bool)base.characterMotor && (bool)base.characterDirection)
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{
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if ((bool)base.characterMotor)
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{
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base.characterMotor.Motor.ForceUnground();
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}
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Vector3 velocity = GetVelocity();
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base.characterMotor.velocity = velocity;
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if ((bool)blinkVfxInstance)
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{
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blinkVfxInstance.transform.forward = velocity;
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}
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}
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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public override void OnExit()
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{
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AkSoundEngine.StopPlayingID(soundID);
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if (!outer.destroying)
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{
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Util.PlaySound(endSoundString, base.gameObject);
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CreateBlinkEffect(Util.GetCorePosition(base.gameObject));
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}
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if ((bool)blinkVfxInstance)
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{
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VfxKillBehavior.KillVfxObject(blinkVfxInstance);
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}
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if ((bool)characterModel)
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{
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characterModel.invisibilityCount--;
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}
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if ((bool)hurtboxGroup)
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{
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HurtBoxGroup hurtBoxGroup = hurtboxGroup;
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int hurtBoxesDeactivatorCounter = hurtBoxGroup.hurtBoxesDeactivatorCounter - 1;
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hurtBoxGroup.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter;
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}
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base.characterBody.bodyFlags &= ~CharacterBody.BodyFlags.OverheatImmune;
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modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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TemporaryOverlayInstance temporaryOverlayInstance = TemporaryOverlayManager.AddOverlay(modelTransform.gameObject);
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temporaryOverlayInstance.duration = overlayDuration;
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temporaryOverlayInstance.animateShaderAlpha = true;
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temporaryOverlayInstance.alphaCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
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temporaryOverlayInstance.destroyComponentOnEnd = true;
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temporaryOverlayInstance.originalMaterial = overlayMaterial;
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temporaryOverlayInstance.AddToCharacterModel(modelTransform.GetComponent<CharacterModel>());
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}
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base.OnExit();
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}
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}
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