137 lines
4.0 KiB
C#
137 lines
4.0 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.ClayBoss.ClayBossWeapon;
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public class FireBombardment : BaseState
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{
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public static GameObject effectPrefab;
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public static GameObject projectilePrefab;
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public int grenadeCountMax = 3;
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public static float damageCoefficient;
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public static float baseTimeBetweenShots = 1f;
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public static float cooldownDuration = 2f;
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public static float arcAngle = 5f;
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public static float recoilAmplitude = 1f;
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public static string shootSoundString;
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public static float spreadBloomValue = 0.3f;
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private Ray aimRay;
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private Transform modelTransform;
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private float duration;
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private float fireTimer;
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private int grenadeCount;
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private float timeBetweenShots;
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private void FireGrenade(string targetMuzzle)
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{
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PlayCrossfade("Gesture, Bombardment", "FireBombardment", 0.1f);
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Util.PlaySound(shootSoundString, base.gameObject);
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aimRay = GetAimRay();
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Vector3 vector = aimRay.origin;
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild(targetMuzzle);
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if ((bool)transform)
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{
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vector = transform.position;
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}
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}
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}
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AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: true);
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}
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if (base.isAuthority)
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{
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float num = -1f;
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if (Util.CharacterRaycast(base.gameObject, aimRay, out var hitInfo, float.PositiveInfinity, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore))
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{
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Vector3 point = hitInfo.point;
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float velocity = projectilePrefab.GetComponent<ProjectileSimple>().velocity;
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Vector3 vector2 = point - vector;
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Vector2 vector3 = new Vector2(vector2.x, vector2.z);
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float magnitude = vector3.magnitude;
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float y = Trajectory.CalculateInitialYSpeed(magnitude / velocity, vector2.y);
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Vector3 vector4 = new Vector3(vector3.x / magnitude * velocity, y, vector3.y / magnitude * velocity);
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num = vector4.magnitude;
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aimRay.direction = vector4 / num;
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}
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float x = Random.Range(0f, base.characterBody.spreadBloomAngle);
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float z = Random.Range(0f, 360f);
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Vector3 up = Vector3.up;
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Vector3 axis = Vector3.Cross(up, aimRay.direction);
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Vector3 vector5 = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward);
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float y2 = vector5.y;
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vector5.y = 0f;
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float angle = Mathf.Atan2(vector5.z, vector5.x) * 57.29578f - 90f;
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float angle2 = Mathf.Atan2(y2, vector5.magnitude) * 57.29578f;
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Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * aimRay.direction);
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ProjectileManager.instance.FireProjectile(projectilePrefab, vector, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, num);
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}
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base.characterBody.AddSpreadBloom(spreadBloomValue);
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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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timeBetweenShots = baseTimeBetweenShots / attackSpeedStat;
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duration = (baseTimeBetweenShots * (float)grenadeCount + cooldownDuration) / attackSpeedStat;
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PlayCrossfade("Gesture, Additive", "BeginBombardment", 0.1f);
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modelTransform = GetModelTransform();
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(duration);
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}
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}
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public override void OnExit()
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{
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PlayCrossfade("Gesture, Additive", "EndBombardment", 0.1f);
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base.OnExit();
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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.isAuthority)
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{
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fireTimer -= GetDeltaTime();
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if (fireTimer <= 0f && grenadeCount < grenadeCountMax)
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{
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fireTimer += timeBetweenShots;
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FireGrenade("Muzzle");
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grenadeCount++;
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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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}
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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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}
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