r2mods/ilspy_dump/ror2_csproj/EntityStates.AncientWispMon.../Throw.cs

129 lines
3.6 KiB
C#

using System;
using RoR2;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.AncientWispMonster;
public class Throw : BaseState
{
public static float baseDuration = 3.5f;
public static float returnToIdlePercentage;
public static float damageCoefficient = 4f;
public static float forceMagnitude = 16f;
public static float radius = 3f;
public static GameObject projectilePrefab;
public static GameObject swingEffectPrefab;
private Transform rightMuzzleTransform;
private Animator modelAnimator;
private float duration;
private bool hasSwung;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modelAnimator = GetModelAnimator();
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
rightMuzzleTransform = component.FindChild("MuzzleRight");
}
}
if ((bool)modelAnimator)
{
int layerIndex = modelAnimator.GetLayerIndex("Gesture");
if (modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).IsName("Throw1"))
{
PlayCrossfade("Gesture", "Throw2", "Throw.playbackRate", duration / (1f - returnToIdlePercentage), 0.2f);
}
else
{
PlayCrossfade("Gesture", "Throw1", "Throw.playbackRate", duration / (1f - returnToIdlePercentage), 0.2f);
}
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && (bool)modelAnimator && modelAnimator.GetFloat("Throw.activate") > 0f && !hasSwung)
{
Ray aimRay = GetAimRay();
Vector3 forward = aimRay.direction;
if (Physics.Raycast(aimRay, out var hitInfo, (int)LayerIndex.world.mask))
{
forward = hitInfo.point - rightMuzzleTransform.position;
}
ProjectileManager.instance.FireProjectile(projectilePrefab, rightMuzzleTransform.position, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, forceMagnitude, Util.CheckRoll(critStat, base.characterBody.master));
EffectManager.SimpleMuzzleFlash(swingEffectPrefab, base.gameObject, "RightSwingCenter", transmit: true);
hasSwung = true;
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
private static void PullEnemies(Vector3 position, Vector3 direction, float coneAngle, float maxDistance, float force, TeamIndex excludedTeam)
{
float num = Mathf.Cos(coneAngle * 0.5f * (MathF.PI / 180f));
Collider[] colliders;
int num2 = HGPhysics.OverlapSphere(out colliders, position, maxDistance);
for (int i = 0; i < num2; i++)
{
Collider collider = colliders[i];
Vector3 position2 = collider.transform.position;
Vector3 normalized = (position - position2).normalized;
if (!(Vector3.Dot(-normalized, direction) >= num))
{
continue;
}
TeamIndex teamIndex = TeamIndex.Neutral;
TeamComponent component = collider.GetComponent<TeamComponent>();
if (!component)
{
continue;
}
teamIndex = component.teamIndex;
if (teamIndex != excludedTeam)
{
CharacterMotor component2 = collider.GetComponent<CharacterMotor>();
if ((bool)component2)
{
component2.ApplyForce(normalized * force);
}
Rigidbody component3 = collider.GetComponent<Rigidbody>();
if ((bool)component3)
{
component3.AddForce(normalized * force, ForceMode.Impulse);
}
}
}
HGPhysics.ReturnResults(colliders);
}
}