129 lines
3.3 KiB
C#
129 lines
3.3 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.Mage.Weapon;
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public class FireLaserbolt : BaseState
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{
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public enum Gauntlet
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{
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Left,
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Right
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}
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public static GameObject muzzleEffectPrefab;
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public static GameObject tracerEffectPrefab;
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public static GameObject impactEffectPrefab;
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public static float baseDuration = 2f;
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public static float damageCoefficient = 1.2f;
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public static float force = 20f;
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public static string attackString;
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private float duration;
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private bool hasFiredGauntlet;
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private string muzzleString;
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private Animator animator;
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public Gauntlet gauntlet;
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private static int FireGauntletLeftStateHash = Animator.StringToHash("FireGauntletLeft");
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private static int FireGauntletRightStateHash = Animator.StringToHash("FireGauntletRight");
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private static int HoldGauntletsUpStateHash = Animator.StringToHash("HoldGauntletsUp");
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private static int FireGauntletParamHash = Animator.StringToHash("FireGauntlet.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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switch (gauntlet)
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{
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case Gauntlet.Left:
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muzzleString = "MuzzleLeft";
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PlayAnimation("Gesture Left, Additive", FireGauntletLeftStateHash, FireGauntletParamHash, duration);
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break;
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case Gauntlet.Right:
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muzzleString = "MuzzleRight";
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PlayAnimation("Gesture Right, Additive", FireGauntletRightStateHash, FireGauntletParamHash, duration);
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break;
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}
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PlayAnimation("Gesture, Additive", HoldGauntletsUpStateHash, FireGauntletParamHash, duration);
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Util.PlaySound(attackString, base.gameObject);
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animator = GetModelAnimator();
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base.characterBody.SetAimTimer(2f);
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FireGauntlet();
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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private void FireGauntlet()
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{
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hasFiredGauntlet = true;
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Ray aimRay = GetAimRay();
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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if (base.isAuthority)
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{
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BulletAttack bulletAttack = new BulletAttack();
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bulletAttack.owner = base.gameObject;
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bulletAttack.weapon = base.gameObject;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.minSpread = 0f;
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bulletAttack.maxSpread = base.characterBody.spreadBloomAngle;
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bulletAttack.damage = damageCoefficient * damageStat;
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bulletAttack.force = force;
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bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
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bulletAttack.muzzleName = muzzleString;
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bulletAttack.hitEffectPrefab = impactEffectPrefab;
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bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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bulletAttack.radius = 0.1f;
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bulletAttack.smartCollision = false;
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bulletAttack.Fire();
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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 (animator.GetFloat("FireGauntlet.fire") > 0f && !hasFiredGauntlet)
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{
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FireGauntlet();
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}
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if (base.fixedAge >= duration && base.isAuthority)
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{
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if (base.inputBank.skill1.down)
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{
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FireLaserbolt fireLaserbolt = new FireLaserbolt();
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fireLaserbolt.gauntlet = ((gauntlet == Gauntlet.Left) ? Gauntlet.Right : Gauntlet.Left);
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outer.SetNextState(fireLaserbolt);
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}
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else
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{
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outer.SetNextStateToMain();
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}
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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.Skill;
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}
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}
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