r2mods/ilspy_dump/ror2_csproj/EntityStates.TitanMonster/FireMegaLaser.cs

272 lines
7.5 KiB
C#

using System.Linq;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.TitanMonster;
public class FireMegaLaser : BaseState
{
[SerializeField]
public GameObject effectPrefab;
[SerializeField]
public GameObject hitEffectPrefab;
[SerializeField]
public GameObject laserPrefab;
public static string playAttackSoundString;
public static string playLoopSoundString;
public static string stopLoopSoundString;
public static float damageCoefficient;
public static float force;
public static float minSpread;
public static float maxSpread;
public static int bulletCount;
public static float fireFrequency;
public static float maxDistance;
public static float minimumDuration;
public static float maximumDuration;
public static float lockOnAngle;
public static float procCoefficientPerTick;
private HurtBox lockedOnHurtBox;
private float fireStopwatch;
private float stopwatch;
private Ray aimRay;
private Transform modelTransform;
private GameObject laserEffect;
private ChildLocator laserChildLocator;
private Transform laserEffectEnd;
protected Transform muzzleTransform;
private BulletAttack bulletAttack;
private EffectManagerHelper _emh_laserEffect;
private BullseyeSearch enemyFinder;
private bool foundAnyTarget;
public override void Reset()
{
base.Reset();
lockedOnHurtBox = null;
modelTransform = null;
laserEffect = null;
laserChildLocator = null;
laserEffectEnd = null;
muzzleTransform = null;
if (bulletAttack != null)
{
bulletAttack.Reset();
}
if (enemyFinder != null)
{
enemyFinder.Reset();
}
foundAnyTarget = false;
_emh_laserEffect = null;
}
public override void OnEnter()
{
base.OnEnter();
base.characterBody.SetAimTimer(maximumDuration);
Util.PlaySound(playAttackSoundString, base.gameObject);
Util.PlaySound(playLoopSoundString, base.gameObject);
PlayCrossfade("Gesture, Additive", "FireLaserLoop", 0.25f);
enemyFinder = new BullseyeSearch();
enemyFinder.viewer = base.characterBody;
enemyFinder.maxDistanceFilter = maxDistance;
enemyFinder.maxAngleFilter = lockOnAngle;
enemyFinder.searchOrigin = aimRay.origin;
enemyFinder.searchDirection = aimRay.direction;
enemyFinder.filterByLoS = false;
enemyFinder.sortMode = BullseyeSearch.SortMode.Angle;
enemyFinder.teamMaskFilter = TeamMask.allButNeutral;
if ((bool)base.teamComponent)
{
enemyFinder.teamMaskFilter.RemoveTeam(base.teamComponent.teamIndex);
}
aimRay = GetAimRay();
modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
muzzleTransform = component.FindChild("MuzzleLaser");
if ((bool)muzzleTransform && (bool)laserPrefab)
{
if (!EffectManager.ShouldUsePooledEffect(laserPrefab))
{
laserEffect = Object.Instantiate(laserPrefab, muzzleTransform.position, muzzleTransform.rotation);
}
else
{
_emh_laserEffect = EffectManager.GetAndActivatePooledEffect(laserPrefab, muzzleTransform.position, muzzleTransform.rotation);
laserEffect = _emh_laserEffect.gameObject;
}
laserEffect.transform.parent = muzzleTransform;
laserChildLocator = laserEffect.GetComponent<ChildLocator>();
laserEffectEnd = laserChildLocator.FindChild("LaserEnd");
}
}
}
UpdateLockOn();
}
public override void OnExit()
{
if ((bool)laserEffect)
{
if (_emh_laserEffect != null && _emh_laserEffect.OwningPool != null)
{
_emh_laserEffect.OwningPool.ReturnObject(_emh_laserEffect);
}
else
{
EntityState.Destroy(laserEffect);
}
_emh_laserEffect = null;
laserEffect = null;
}
base.characterBody.SetAimTimer(2f);
Util.PlaySound(stopLoopSoundString, base.gameObject);
PlayCrossfade("Gesture, Additive", "FireLaserEnd", 0.25f);
base.OnExit();
}
private void UpdateLockOn()
{
if (base.isAuthority)
{
enemyFinder.searchOrigin = aimRay.origin;
enemyFinder.searchDirection = aimRay.direction;
enemyFinder.RefreshCandidates();
foundAnyTarget = (lockedOnHurtBox = enemyFinder.GetResults().FirstOrDefault());
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
float deltaTime = GetDeltaTime();
fireStopwatch += deltaTime;
stopwatch += deltaTime;
aimRay = GetAimRay();
Vector3 vector = aimRay.origin;
if ((bool)muzzleTransform)
{
vector = muzzleTransform.position;
}
RaycastHit hitInfo;
Vector3 vector2 = (lockedOnHurtBox ? lockedOnHurtBox.transform.position : ((!Util.CharacterRaycast(base.gameObject, aimRay, out hitInfo, maxDistance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore)) ? aimRay.GetPoint(maxDistance) : hitInfo.point));
Ray ray = new Ray(vector, vector2 - vector);
bool flag = false;
if ((bool)laserEffect && (bool)laserChildLocator)
{
if (Util.CharacterRaycast(base.gameObject, ray, out var hitInfo2, (vector2 - vector).magnitude, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.UseGlobal))
{
vector2 = hitInfo2.point;
if (Util.CharacterRaycast(base.gameObject, new Ray(vector2 - ray.direction * 0.1f, -ray.direction), out var _, hitInfo2.distance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.UseGlobal))
{
vector2 = ray.GetPoint(0.1f);
flag = true;
}
}
laserEffect.transform.rotation = Util.QuaternionSafeLookRotation(vector2 - vector);
laserEffectEnd.transform.position = vector2;
}
if (fireStopwatch > 1f / fireFrequency)
{
string targetMuzzle = "MuzzleLaser";
if (!flag)
{
FireBullet(modelTransform, ray, targetMuzzle, (vector2 - ray.origin).magnitude + 0.1f);
}
UpdateLockOn();
fireStopwatch -= 1f / fireFrequency;
}
if (base.isAuthority && (((!base.inputBank || !base.inputBank.skill4.down) && stopwatch > minimumDuration) || stopwatch > maximumDuration))
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
private void FireBullet(Transform modelTransform, Ray aimRay, string targetMuzzle, float maxDistance)
{
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
if (base.isAuthority)
{
if (bulletAttack == null)
{
bulletAttack = new BulletAttack();
}
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = minSpread;
bulletAttack.maxSpread = maxSpread;
bulletAttack.bulletCount = 1u;
bulletAttack.damage = damageCoefficient * damageStat / fireFrequency;
bulletAttack.force = force;
bulletAttack.muzzleName = targetMuzzle;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.procCoefficient = procCoefficientPerTick;
bulletAttack.HitEffectNormal = false;
bulletAttack.radius = 0f;
bulletAttack.maxDistance = maxDistance;
bulletAttack.Fire();
}
}
public override void OnSerialize(NetworkWriter writer)
{
base.OnSerialize(writer);
writer.Write(HurtBoxReference.FromHurtBox(lockedOnHurtBox));
writer.Write(stopwatch);
}
public override void OnDeserialize(NetworkReader reader)
{
base.OnDeserialize(reader);
HurtBoxReference hurtBoxReference = reader.ReadHurtBoxReference();
stopwatch = reader.ReadSingle();
lockedOnHurtBox = hurtBoxReference.ResolveGameObject()?.GetComponent<HurtBox>();
}
}