174 lines
4.7 KiB
C#
174 lines
4.7 KiB
C#
using System;
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using RoR2;
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using RoR2.CharacterAI;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Assassin2;
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public class DashStrike : BaseState
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{
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public static float dashDuration = 1f;
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public static float slashDuration = 1.667f;
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public static float damageCoefficient = 4f;
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public static float procCoefficient;
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public static float selfForce;
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public static float forceMagnitude = 16f;
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public static float maxDashSpeedCoefficient = 4f;
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public static float maxSlashDistance = 20f;
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public static GameObject hitEffectPrefab;
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public static GameObject swipeEffectPrefab;
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public static string enterSoundString;
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public static string slashSoundString;
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private Vector3 targetMoveVector;
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private Vector3 targetMoveVectorVelocity;
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private OverlapAttack attack;
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private Animator modelAnimator;
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private float duration;
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private int slashCount;
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private Transform modelTransform;
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private bool dashComplete;
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private int handParamHash;
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private int swordParamHash;
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private float calculatedDashSpeed;
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private bool startedSlash;
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private static int DashStateHash = Animator.StringToHash("Dash");
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private static int SwordStrikeStateHash = Animator.StringToHash("SwordStrike");
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private static int forwardSpeedParamHash = Animator.StringToHash("forwardSpeed");
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public override void OnEnter()
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{
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base.OnEnter();
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duration = (dashDuration + slashDuration) / attackSpeedStat;
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modelAnimator = GetModelAnimator();
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modelTransform = GetModelTransform();
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base.characterMotor.velocity = Vector3.zero;
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float sqrMagnitude = (base.characterBody.master.GetComponent<BaseAI>().currentEnemy.characterBody.corePosition - base.characterBody.corePosition).sqrMagnitude;
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calculatedDashSpeed = Util.Remap(sqrMagnitude, 0f, maxSlashDistance * maxSlashDistance, 0f, maxDashSpeedCoefficient);
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attack = new OverlapAttack();
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attack.attacker = base.gameObject;
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attack.inflictor = base.gameObject;
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attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
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attack.damage = damageCoefficient * damageStat;
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attack.hitEffectPrefab = hitEffectPrefab;
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attack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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attack.procCoefficient = procCoefficient;
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attack.damageType = DamageType.Generic;
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Util.PlayAttackSpeedSound(enterSoundString, base.gameObject, attackSpeedStat);
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if ((bool)modelAnimator)
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{
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PlayAnimation("Gesture", DashStateHash);
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handParamHash = Animator.StringToHash("HandStrike");
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swordParamHash = Animator.StringToHash("SwordStrike");
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}
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}
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public override void OnExit()
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{
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base.characterMotor.walkSpeedPenaltyCoefficient = 1f;
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base.OnExit();
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}
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private void HandleSlash(int animatorParamHash, string muzzleName, string hitBoxGroupName)
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{
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bool flag = false;
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if (modelAnimator.GetFloat(animatorParamHash) > 0.1f)
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{
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if (!startedSlash)
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{
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Util.PlaySound(slashSoundString, base.gameObject);
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EffectManager.SimpleMuzzleFlash(swipeEffectPrefab, base.gameObject, muzzleName, transmit: true);
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startedSlash = true;
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}
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if ((bool)modelTransform)
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{
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attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == hitBoxGroupName);
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}
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if ((bool)base.healthComponent)
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{
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base.healthComponent.TakeDamageForce(base.characterDirection.forward * selfForce, alwaysApply: true);
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}
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attack.ResetIgnoredHealthComponents();
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if ((bool)base.characterDirection)
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{
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attack.forceVector = base.characterDirection.forward * forceMagnitude;
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}
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flag = attack.Fire();
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}
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else if (startedSlash || flag)
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{
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slashCount++;
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startedSlash = false;
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}
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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 (!dashComplete)
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{
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targetMoveVector = Vector3.ProjectOnPlane(Vector3.SmoothDamp(targetMoveVector, base.inputBank.aimDirection, ref targetMoveVectorVelocity, 0f, 0f), Vector3.up).normalized;
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base.characterDirection.moveVector = targetMoveVector;
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Vector3 forward = base.characterDirection.forward;
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float value = moveSpeedStat * calculatedDashSpeed;
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base.characterMotor.moveDirection = forward * calculatedDashSpeed;
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modelAnimator.SetFloat(forwardSpeedParamHash, value);
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}
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if (NetworkServer.active)
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{
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if (base.fixedAge > dashDuration && !dashComplete)
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{
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PlayAnimation("Gesture", SwordStrikeStateHash);
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dashComplete = true;
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}
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if ((bool)modelAnimator)
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{
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switch (slashCount)
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{
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case 0:
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HandleSlash(handParamHash, "ShurikenTag", "ShurikenHitbox");
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break;
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case 1:
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HandleSlash(swordParamHash, "Sword", "SwordHitbox");
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break;
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}
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}
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}
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if (base.fixedAge >= duration && base.isAuthority)
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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.PrioritySkill;
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}
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}
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