114 lines
2.8 KiB
C#
114 lines
2.8 KiB
C#
using RoR2.Projectile;
|
|
using UnityEngine;
|
|
|
|
namespace RoR2;
|
|
|
|
public class PrimarySkillShurikenBehavior : CharacterBody.ItemBehavior
|
|
{
|
|
private const float minSpreadDegrees = 0f;
|
|
|
|
private const float rangeSpreadDegrees = 1f;
|
|
|
|
private const int numShurikensPerStack = 1;
|
|
|
|
private const int numShurikensBase = 2;
|
|
|
|
private const string projectilePrefabPath = "Prefabs/Projectiles/ShurikenProjectile";
|
|
|
|
private const float totalReloadTime = 10f;
|
|
|
|
private const float damageCoefficientBase = 3f;
|
|
|
|
private const float damageCoefficientPerStack = 1f;
|
|
|
|
private const float force = 0f;
|
|
|
|
private SkillLocator skillLocator;
|
|
|
|
private float reloadTimer;
|
|
|
|
private GameObject projectilePrefab;
|
|
|
|
private InputBankTest inputBank;
|
|
|
|
private void Awake()
|
|
{
|
|
base.enabled = false;
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
projectilePrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/Projectiles/ShurikenProjectile");
|
|
}
|
|
|
|
private void OnEnable()
|
|
{
|
|
if ((bool)body)
|
|
{
|
|
body.onSkillActivatedServer += OnSkillActivated;
|
|
skillLocator = body.GetComponent<SkillLocator>();
|
|
inputBank = body.GetComponent<InputBankTest>();
|
|
}
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
if ((bool)body)
|
|
{
|
|
body.onSkillActivatedServer -= OnSkillActivated;
|
|
while (body.HasBuff(DLC1Content.Buffs.PrimarySkillShurikenBuff))
|
|
{
|
|
body.RemoveBuff(DLC1Content.Buffs.PrimarySkillShurikenBuff);
|
|
}
|
|
}
|
|
inputBank = null;
|
|
skillLocator = null;
|
|
}
|
|
|
|
private void OnSkillActivated(GenericSkill skill)
|
|
{
|
|
if ((object)skillLocator?.primary == skill && body.GetBuffCount(DLC1Content.Buffs.PrimarySkillShurikenBuff) > 0)
|
|
{
|
|
body.RemoveBuff(DLC1Content.Buffs.PrimarySkillShurikenBuff);
|
|
FireShuriken();
|
|
}
|
|
}
|
|
|
|
private void FixedUpdate()
|
|
{
|
|
int num = stack + 2;
|
|
if (body.GetBuffCount(DLC1Content.Buffs.PrimarySkillShurikenBuff) < num)
|
|
{
|
|
float num2 = 10f / (float)num;
|
|
reloadTimer += Time.fixedDeltaTime;
|
|
while (reloadTimer > num2 && body.GetBuffCount(DLC1Content.Buffs.PrimarySkillShurikenBuff) < num)
|
|
{
|
|
body.AddBuff(DLC1Content.Buffs.PrimarySkillShurikenBuff);
|
|
reloadTimer -= num2;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void FireShuriken()
|
|
{
|
|
Ray aimRay = GetAimRay();
|
|
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction) * GetRandomRollPitch(), base.gameObject, body.damage * (3f + 1f * (float)stack), 0f, Util.CheckRoll(body.crit, body.master), DamageColorIndex.Item);
|
|
}
|
|
|
|
private Ray GetAimRay()
|
|
{
|
|
if ((bool)inputBank)
|
|
{
|
|
return new Ray(inputBank.aimOrigin, inputBank.aimDirection);
|
|
}
|
|
return new Ray(base.transform.position, base.transform.forward);
|
|
}
|
|
|
|
protected Quaternion GetRandomRollPitch()
|
|
{
|
|
Quaternion quaternion = Quaternion.AngleAxis(Random.Range(0, 360), Vector3.forward);
|
|
Quaternion quaternion2 = Quaternion.AngleAxis(0f + Random.Range(0f, 1f), Vector3.left);
|
|
return quaternion * quaternion2;
|
|
}
|
|
}
|