r2mods/ilspy_dump/ror2_csproj/EntityStates.Assassin.Weapon/SlashCombo.cs

147 lines
4.0 KiB
C#

using System;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Assassin.Weapon;
public class SlashCombo : BaseState
{
public enum SlashComboPermutation
{
Slash1,
Slash2,
Final
}
public static float baseDuration = 3.5f;
public static float mecanimDurationCoefficient;
public static float damageCoefficient = 4f;
public static float forceMagnitude = 16f;
public static float selfForceMagnitude;
public static float radius = 3f;
public static GameObject hitEffectPrefab;
public static GameObject swingEffectPrefab;
public static string attackString;
private OverlapAttack attack;
private Animator modelAnimator;
private float duration;
private bool hasSlashed;
public SlashComboPermutation slashComboPermutation;
private static int SlashP1Hash = Animator.StringToHash("SlashP1");
private static int SlashP2Hash = Animator.StringToHash("SlashP2");
private static int SlashP3Hash = Animator.StringToHash("SlashP3");
private static int SlashComboParamHash = Animator.StringToHash("SlashCombo.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modelAnimator = GetModelAnimator();
Transform modelTransform = GetModelTransform();
attack = new OverlapAttack();
attack.attacker = base.gameObject;
attack.inflictor = base.gameObject;
attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
attack.damage = damageCoefficient * damageStat;
attack.hitEffectPrefab = hitEffectPrefab;
attack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
Util.PlaySound(attackString, base.gameObject);
string hitboxGroupName = "";
int animationStateHash = -1;
switch (slashComboPermutation)
{
case SlashComboPermutation.Slash1:
hitboxGroupName = "DaggerLeft";
animationStateHash = SlashP1Hash;
break;
case SlashComboPermutation.Slash2:
hitboxGroupName = "DaggerLeft";
animationStateHash = SlashP2Hash;
break;
case SlashComboPermutation.Final:
hitboxGroupName = "DaggerLeft";
animationStateHash = SlashP3Hash;
break;
}
if ((bool)modelTransform)
{
attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == hitboxGroupName);
}
if ((bool)modelAnimator)
{
PlayAnimation("Gesture, Override", animationStateHash, SlashComboParamHash, duration * mecanimDurationCoefficient);
PlayAnimation("Gesture, Additive", animationStateHash, SlashComboParamHash, duration * mecanimDurationCoefficient);
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && (bool)modelAnimator && modelAnimator.GetFloat("SlashCombo.hitBoxActive") > 0.1f)
{
if (!hasSlashed)
{
EffectManager.SimpleMuzzleFlash(swingEffectPrefab, base.gameObject, "SwingCenter", transmit: true);
HealthComponent healthComponent = base.characterBody.healthComponent;
CharacterDirection component = base.characterBody.GetComponent<CharacterDirection>();
if ((bool)healthComponent)
{
healthComponent.TakeDamageForce(selfForceMagnitude * component.forward, alwaysApply: true);
}
hasSlashed = true;
}
attack.forceVector = base.transform.forward * forceMagnitude;
attack.Fire();
}
if (!(base.fixedAge >= duration) || !base.isAuthority)
{
return;
}
if ((bool)base.inputBank && base.inputBank.skill1.down)
{
SlashCombo slashCombo = new SlashCombo();
switch (slashComboPermutation)
{
case SlashComboPermutation.Slash1:
slashCombo.slashComboPermutation = SlashComboPermutation.Slash2;
break;
case SlashComboPermutation.Slash2:
slashCombo.slashComboPermutation = SlashComboPermutation.Slash1;
break;
}
outer.SetNextState(slashCombo);
}
else
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}