147 lines
4.7 KiB
C#
147 lines
4.7 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.Huntress;
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public class BaseBeginArrowBarrage : BaseState
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{
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private Transform modelTransform;
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[SerializeField]
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public float basePrepDuration;
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[SerializeField]
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public float blinkDuration = 0.3f;
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[SerializeField]
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public float jumpCoefficient = 25f;
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public static GameObject blinkPrefab;
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public static string blinkSoundString;
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[SerializeField]
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public Vector3 blinkVector;
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private Vector3 worldBlinkVector;
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private float prepDuration;
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private bool beginBlink;
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private CharacterModel characterModel;
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private HurtBoxGroup hurtboxGroup;
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protected CameraTargetParams.AimRequest aimRequest;
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private static int BeginArrowRainStateHash = Animator.StringToHash("BeginArrowRain");
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private static int BeginArrowRainParamHash = Animator.StringToHash("BeginArrowRain.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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Util.PlaySound(blinkSoundString, base.gameObject);
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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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prepDuration = basePrepDuration / attackSpeedStat;
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PlayAnimation("FullBody, Override", BeginArrowRainStateHash, BeginArrowRainParamHash, prepDuration);
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if ((bool)base.characterMotor)
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{
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base.characterMotor.velocity = Vector3.zero;
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}
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if ((bool)base.cameraTargetParams)
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{
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aimRequest = base.cameraTargetParams.RequestAimType(CameraTargetParams.AimType.Aura);
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}
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Vector3 direction = GetAimRay().direction;
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direction.y = 0f;
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direction.Normalize();
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Vector3 up = Vector3.up;
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worldBlinkVector = Matrix4x4.TRS(base.transform.position, Util.QuaternionSafeLookRotation(direction, up), new Vector3(1f, 1f, 1f)).MultiplyPoint3x4(blinkVector) - base.transform.position;
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worldBlinkVector.Normalize();
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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(worldBlinkVector);
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effectData.origin = origin;
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EffectManager.SpawnEffect(blinkPrefab, effectData, transmit: false);
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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 >= prepDuration && !beginBlink)
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{
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beginBlink = true;
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CreateBlinkEffect(base.transform.position);
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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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}
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if (beginBlink && (bool)base.characterMotor)
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{
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base.characterMotor.velocity = Vector3.zero;
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base.characterMotor.rootMotion += worldBlinkVector * (base.characterBody.jumpPower * jumpCoefficient * GetDeltaTime());
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}
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if (base.fixedAge >= blinkDuration + prepDuration && base.isAuthority)
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{
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outer.SetNextState(InstantiateNextState());
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}
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}
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protected virtual EntityState InstantiateNextState()
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{
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return null;
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}
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public override void OnExit()
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{
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CreateBlinkEffect(base.transform.position);
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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 = 0.6f;
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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 = LegacyResourcesAPI.Load<Material>("Materials/matHuntressFlashBright");
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temporaryOverlayInstance.AddToCharacterModel(modelTransform.GetComponent<CharacterModel>());
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TemporaryOverlayInstance temporaryOverlayInstance2 = TemporaryOverlayManager.AddOverlay(modelTransform.gameObject);
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temporaryOverlayInstance2.duration = 0.7f;
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temporaryOverlayInstance2.animateShaderAlpha = true;
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temporaryOverlayInstance2.alphaCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
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temporaryOverlayInstance2.destroyComponentOnEnd = true;
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temporaryOverlayInstance2.originalMaterial = LegacyResourcesAPI.Load<Material>("Materials/matHuntressFlashExpanded");
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temporaryOverlayInstance2.AddToCharacterModel(modelTransform.GetComponent<CharacterModel>());
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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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aimRequest?.Dispose();
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base.OnExit();
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}
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}
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