99 lines
2.4 KiB
C#
99 lines
2.4 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates;
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public class FrozenState : BaseState
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{
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private float duration;
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private Animator modelAnimator;
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private TemporaryOverlayInstance temporaryOverlay;
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public float freezeDuration = 0.35f;
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public static GameObject frozenEffectPrefab;
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public static GameObject executeEffectPrefab;
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public override void OnEnter()
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{
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base.OnEnter();
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if ((bool)base.sfxLocator && base.sfxLocator.barkSound != "")
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{
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Util.PlaySound(base.sfxLocator.barkSound, base.gameObject);
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}
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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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CharacterModel component = modelTransform.GetComponent<CharacterModel>();
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if ((bool)component)
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{
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temporaryOverlay = TemporaryOverlayManager.AddOverlay(base.gameObject);
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temporaryOverlay.duration = freezeDuration;
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temporaryOverlay.originalMaterial = LegacyResourcesAPI.Load<Material>("Materials/matIsFrozen");
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temporaryOverlay.AddToCharacterModel(component);
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}
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}
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modelAnimator = GetModelAnimator();
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if ((bool)modelAnimator)
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{
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modelAnimator.enabled = false;
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duration = freezeDuration;
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EffectManager.SpawnEffect(frozenEffectPrefab, new EffectData
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{
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origin = base.characterBody.corePosition,
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scale = (base.characterBody ? base.characterBody.radius : 1f)
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}, transmit: false);
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}
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if ((bool)base.rigidbody && !base.rigidbody.isKinematic)
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{
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base.rigidbody.velocity = Vector3.zero;
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if ((bool)base.rigidbodyMotor)
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{
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base.rigidbodyMotor.moveVector = Vector3.zero;
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}
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}
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base.healthComponent.isInFrozenState = true;
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if ((bool)base.characterDirection)
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{
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base.characterDirection.moveVector = base.characterDirection.forward;
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}
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}
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public override void OnExit()
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{
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if ((bool)modelAnimator)
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{
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modelAnimator.enabled = true;
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}
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if (temporaryOverlay != null)
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{
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temporaryOverlay.Destroy();
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temporaryOverlay = null;
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}
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EffectManager.SpawnEffect(frozenEffectPrefab, new EffectData
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{
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origin = base.characterBody.corePosition,
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scale = (base.characterBody ? base.characterBody.radius : 1f)
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}, transmit: false);
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base.healthComponent.isInFrozenState = false;
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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 && base.fixedAge >= duration)
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{
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outer.SetNextStateToMain();
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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.Frozen;
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}
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}
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