82 lines
2.2 KiB
C#
82 lines
2.2 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.BrotherMonster;
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public class HoldSkyLeap : BaseState
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{
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public static float duration;
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private CharacterModel characterModel;
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private HurtBoxGroup hurtboxGroup;
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private int originalLayer;
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public override void OnEnter()
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{
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base.OnEnter();
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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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characterModel = modelTransform.GetComponent<CharacterModel>();
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hurtboxGroup = modelTransform.GetComponent<HurtBoxGroup>();
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}
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if ((bool)characterModel)
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{
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characterModel.invisibilityCount++;
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}
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if ((bool)hurtboxGroup)
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{
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HurtBoxGroup hurtBoxGroup = hurtboxGroup;
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int hurtBoxesDeactivatorCounter = hurtBoxGroup.hurtBoxesDeactivatorCounter + 1;
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hurtBoxGroup.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter;
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}
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base.characterBody.AddBuff(RoR2Content.Buffs.HiddenInvincibility);
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Util.PlaySound("Play_moonBrother_phaseJump_land_preWhoosh", base.gameObject);
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originalLayer = base.gameObject.layer;
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base.gameObject.layer = LayerIndex.GetAppropriateFakeLayerForTeam(base.teamComponent.teamIndex).intVal;
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base.characterMotor.Motor.RebuildCollidableLayers();
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if (!SceneInfo.instance)
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{
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return;
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}
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ChildLocator component = SceneInfo.instance.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild("CenterOfArena");
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if ((bool)transform)
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{
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base.characterMotor.Motor.SetPositionAndRotation(transform.position, Quaternion.identity);
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}
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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 (base.isAuthority && base.fixedAge > duration)
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{
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outer.SetNextState(new ExitSkyLeap());
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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)characterModel)
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{
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characterModel.invisibilityCount--;
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}
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if ((bool)hurtboxGroup)
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{
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HurtBoxGroup hurtBoxGroup = hurtboxGroup;
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int hurtBoxesDeactivatorCounter = hurtBoxGroup.hurtBoxesDeactivatorCounter - 1;
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hurtBoxGroup.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter;
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}
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base.characterBody.RemoveBuff(RoR2Content.Buffs.HiddenInvincibility);
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base.gameObject.layer = originalLayer;
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base.characterMotor.Motor.RebuildCollidableLayers();
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base.OnExit();
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}
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}
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