175 lines
4.5 KiB
C#
175 lines
4.5 KiB
C#
using RoR2;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates.FalseSon;
|
|
|
|
public class LaserFatherBurst : BaseState
|
|
{
|
|
public static GameObject effectPrefab;
|
|
|
|
public static GameObject hitEffectPrefab;
|
|
|
|
public static GameObject tracerEffectPrefab;
|
|
|
|
public static float damageCoefficient;
|
|
|
|
public static float blastRadius;
|
|
|
|
public static float force;
|
|
|
|
public static float minSpread;
|
|
|
|
public static float maxSpread;
|
|
|
|
public static int bulletCount;
|
|
|
|
public static float baseDuration = 2f;
|
|
|
|
public static string attackSoundString;
|
|
|
|
public static float laserTimerPercent = 0.12f;
|
|
|
|
public Vector3 laserDirection;
|
|
|
|
private float duration;
|
|
|
|
private Ray modifiedAimRay;
|
|
|
|
public float charge;
|
|
|
|
private float maxSecondaryStock;
|
|
|
|
private float secondaryStock;
|
|
|
|
private Transform modelTransform;
|
|
|
|
protected Transform muzzleTransform;
|
|
|
|
private string targetMuzzle;
|
|
|
|
private float rayDistance;
|
|
|
|
private bool firedLaser;
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
if ((bool)base.characterBody)
|
|
{
|
|
base.characterBody.SetAimTimer(2f);
|
|
}
|
|
duration = baseDuration / attackSpeedStat;
|
|
PlayCrossfade("Gesture, Override", "FireLaser", "FireLaser.playbackRate", duration, 0.1f);
|
|
PlayCrossfade("Gesture, Additive", "FireLaser", "FireLaser.playbackRate", duration, 0.1f);
|
|
maxSecondaryStock = base.skillLocator.GetSkill(SkillSlot.Secondary).maxStock;
|
|
secondaryStock = base.skillLocator.GetSkill(SkillSlot.Secondary).stock;
|
|
int num = (int)(maxSecondaryStock * 0.3f);
|
|
int num2 = (int)maxSecondaryStock - (int)secondaryStock;
|
|
if (num2 > 0)
|
|
{
|
|
if (num2 < num)
|
|
{
|
|
base.skillLocator.GetSkill(SkillSlot.Secondary).stock = base.skillLocator.GetSkill(SkillSlot.Secondary).maxStock;
|
|
}
|
|
else
|
|
{
|
|
base.skillLocator.GetSkill(SkillSlot.Secondary).stock = base.skillLocator.GetSkill(SkillSlot.Secondary).stock + num;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void FireBurstLaser()
|
|
{
|
|
modelTransform = GetModelTransform();
|
|
if ((bool)modelTransform)
|
|
{
|
|
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
|
|
if ((bool)component)
|
|
{
|
|
muzzleTransform = component.FindChild("MuzzleLaser");
|
|
}
|
|
}
|
|
rayDistance = 1000f;
|
|
Ray aimRay = GetAimRay();
|
|
Vector3 position = muzzleTransform.transform.parent.position;
|
|
Vector3 point = aimRay.GetPoint(rayDistance);
|
|
laserDirection = point - position;
|
|
modifiedAimRay = GetAimRay();
|
|
modifiedAimRay.direction = laserDirection;
|
|
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref modifiedAimRay, rayDistance, base.gameObject);
|
|
GetModelAnimator();
|
|
Util.PlaySound(attackSoundString, base.gameObject);
|
|
targetMuzzle = "MuzzleLaser";
|
|
if ((bool)effectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
|
|
}
|
|
if (!base.isAuthority)
|
|
{
|
|
return;
|
|
}
|
|
rayDistance = 200f;
|
|
Vector3 vector = modifiedAimRay.origin + modifiedAimRay.direction * rayDistance;
|
|
if (Physics.Raycast(modifiedAimRay, out var hitInfo, rayDistance, LayerIndex.CommonMasks.laser))
|
|
{
|
|
vector = hitInfo.point;
|
|
}
|
|
BlastAttack blastAttack = new BlastAttack();
|
|
blastAttack.attacker = base.gameObject;
|
|
blastAttack.inflictor = base.gameObject;
|
|
blastAttack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
|
|
blastAttack.baseDamage = damageStat * damageCoefficient;
|
|
blastAttack.baseForce = force * 0.2f;
|
|
blastAttack.position = vector;
|
|
blastAttack.radius = blastRadius;
|
|
blastAttack.falloffModel = BlastAttack.FalloffModel.SweetSpot;
|
|
blastAttack.bonusForce = force * modifiedAimRay.direction;
|
|
blastAttack.Fire();
|
|
_ = modifiedAimRay.origin;
|
|
if (!modelTransform)
|
|
{
|
|
return;
|
|
}
|
|
ChildLocator component2 = modelTransform.GetComponent<ChildLocator>();
|
|
if ((bool)component2)
|
|
{
|
|
int childIndex = component2.FindChildIndex(targetMuzzle);
|
|
if ((bool)tracerEffectPrefab)
|
|
{
|
|
EffectData effectData = new EffectData
|
|
{
|
|
origin = vector,
|
|
start = modifiedAimRay.origin
|
|
};
|
|
effectData.SetChildLocatorTransformReference(base.gameObject, childIndex);
|
|
EffectManager.SpawnEffect(tracerEffectPrefab, effectData, transmit: true);
|
|
EffectManager.SpawnEffect(hitEffectPrefab, effectData, transmit: true);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
base.OnExit();
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
if (base.fixedAge >= duration * laserTimerPercent && !firedLaser)
|
|
{
|
|
firedLaser = true;
|
|
FireBurstLaser();
|
|
}
|
|
if (base.fixedAge >= duration && base.isAuthority)
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.Skill;
|
|
}
|
|
}
|