160 lines
4.3 KiB
C#
160 lines
4.3 KiB
C#
using System;
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Paladin;
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public class LeapSlam : BaseState
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{
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private float stopwatch;
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public static float damageCoefficient = 4f;
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public static float forceMagnitude = 16f;
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public static float yBias;
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public static string initialAttackSoundString;
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public static GameObject chargeEffectPrefab;
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public static GameObject slamEffectPrefab;
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public static GameObject hitEffectPrefab;
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public static float leapVelocityCoefficient;
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public static float verticalLeapBonusCoefficient;
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public static float minimumDuration;
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private float leapVelocity;
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private OverlapAttack attack;
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private Transform modelTransform;
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private GameObject leftHandChargeEffect;
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private GameObject rightHandChargeEffect;
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private ChildLocator modelChildLocator;
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private Vector3 initialAimVector;
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private void EnableIndicator(string childLocatorName, ChildLocator childLocator = null)
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{
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if (!childLocator)
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{
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childLocator = GetModelTransform().GetComponent<ChildLocator>();
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}
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Transform transform = childLocator.FindChild(childLocatorName);
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if ((bool)transform)
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{
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transform.gameObject.SetActive(value: true);
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ObjectScaleCurve component = transform.gameObject.GetComponent<ObjectScaleCurve>();
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if ((bool)component)
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{
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component.time = 0f;
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}
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}
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}
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private void DisableIndicator(string childLocatorName, ChildLocator childLocator = null)
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{
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if (!childLocator)
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{
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childLocator = GetModelTransform().GetComponent<ChildLocator>();
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}
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Transform transform = childLocator.FindChild(childLocatorName);
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if ((bool)transform)
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{
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transform.gameObject.SetActive(value: false);
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}
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}
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public override void OnEnter()
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{
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base.OnEnter();
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leapVelocity = base.characterBody.moveSpeed * leapVelocityCoefficient;
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modelTransform = GetModelTransform();
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Util.PlaySound(initialAttackSoundString, base.gameObject);
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initialAimVector = GetAimRay().direction;
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initialAimVector.y = Mathf.Max(initialAimVector.y, 0f);
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initialAimVector.y += yBias;
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initialAimVector = initialAimVector.normalized;
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base.characterMotor.velocity.y = leapVelocity * initialAimVector.y * verticalLeapBonusCoefficient;
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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.damageType = DamageType.Stun1s;
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attack.forceVector = Vector3.up * forceMagnitude;
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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 == "GroundSlam");
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}
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if (!modelTransform)
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{
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return;
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}
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modelChildLocator = modelTransform.GetComponent<ChildLocator>();
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if ((bool)modelChildLocator)
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{
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GameObject original = chargeEffectPrefab;
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Transform transform = modelChildLocator.FindChild("HandL");
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Transform transform2 = modelChildLocator.FindChild("HandR");
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if ((bool)transform)
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{
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leftHandChargeEffect = UnityEngine.Object.Instantiate(original, transform);
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}
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if ((bool)transform2)
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{
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rightHandChargeEffect = UnityEngine.Object.Instantiate(original, transform2);
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}
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EnableIndicator("GroundSlamIndicator", modelChildLocator);
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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 (NetworkServer.active)
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{
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attack.Fire();
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}
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if (base.isAuthority && (bool)modelTransform)
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{
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EffectManager.SimpleMuzzleFlash(slamEffectPrefab, base.gameObject, "SlamZone", transmit: true);
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}
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EntityState.Destroy(leftHandChargeEffect);
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EntityState.Destroy(rightHandChargeEffect);
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DisableIndicator("GroundSlamIndicator", modelChildLocator);
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base.OnExit();
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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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stopwatch += GetDeltaTime();
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if ((bool)base.characterMotor)
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{
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Vector3 velocity = base.characterMotor.velocity;
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Vector3 velocity2 = new Vector3(initialAimVector.x * leapVelocity, velocity.y, initialAimVector.z * leapVelocity);
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base.characterMotor.velocity = velocity2;
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base.characterMotor.moveDirection = initialAimVector;
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}
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if (base.characterMotor.isGrounded && stopwatch > minimumDuration && 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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