204 lines
5.6 KiB
C#
204 lines
5.6 KiB
C#
using System.Collections.Generic;
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using RoR2;
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using RoR2.Audio;
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using RoR2.HudOverlay;
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using RoR2.Skills;
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using RoR2.UI;
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using UnityEngine;
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namespace EntityStates.Railgunner.Reload;
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public class Reloading : BaseState
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{
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public float boostWindowDelay;
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[SerializeField]
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public float boostWindowDuration;
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[SerializeField]
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public float boostGracePeriod;
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[SerializeField]
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public SkillDef primaryOverride;
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[SerializeField]
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public GameObject overlayPrefab;
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[SerializeField]
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public string overlayChildLocatorEntry;
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateParam;
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[SerializeField]
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public LoopSoundDef loopSoundDef;
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[SerializeField]
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public string endNoBoostSoundString;
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[SerializeField]
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public string failSoundString;
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private float duration;
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private float adjustedBoostWindowDelay;
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private float adjustedBoostWindowDuration;
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private GenericSkill primarySkill;
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private OverlayController overlayController;
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private List<ActiveReloadBarController> reloadUiList = new List<ActiveReloadBarController>();
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private bool hasAttempted;
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private LoopSoundManager.SoundLoopPtr loopPtr;
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public bool AttemptBoost()
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{
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if (IsInBoostWindow())
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{
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outer.SetNextState(new BoostConfirm());
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return true;
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}
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foreach (ActiveReloadBarController reloadUi in reloadUiList)
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{
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reloadUi.SetWasFailure(wasFailure: true);
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}
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return false;
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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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float num = boostWindowDelay + boostWindowDuration;
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float num2 = baseDuration - num;
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duration = num + num2 / attackSpeedStat;
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adjustedBoostWindowDelay = Mathf.Min(boostWindowDelay / baseDuration * duration, boostWindowDelay);
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adjustedBoostWindowDuration = Mathf.Max((boostWindowDelay + boostWindowDuration) / baseDuration * duration, num) - adjustedBoostWindowDelay;
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if ((bool)loopSoundDef)
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{
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loopPtr = LoopSoundManager.PlaySoundLoopLocalRtpc(base.gameObject, loopSoundDef, "attackSpeed", Util.CalculateAttackSpeedRtpcValue(attackSpeedStat));
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}
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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SkillLocator component = base.gameObject.GetComponent<SkillLocator>();
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if ((bool)component && (bool)component.primary)
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{
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primarySkill = component.primary;
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primarySkill.SetSkillOverride(this, primaryOverride, GenericSkill.SkillOverridePriority.Contextual);
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}
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OverlayCreationParams overlayCreationParams = default(OverlayCreationParams);
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overlayCreationParams.prefab = overlayPrefab;
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overlayCreationParams.childLocatorEntry = overlayChildLocatorEntry;
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OverlayCreationParams overlayCreationParams2 = overlayCreationParams;
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overlayController = HudOverlayManager.AddOverlay(base.gameObject, overlayCreationParams2);
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overlayController.onInstanceAdded += OnOverlayInstanceAdded;
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overlayController.onInstanceRemove += OnOverlayInstanceRemoved;
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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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float num = ((duration > 0f) ? (base.fixedAge / duration) : 0f);
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foreach (ActiveReloadBarController reloadUi in reloadUiList)
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{
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reloadUi.SetTValue(num);
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reloadUi.SetIsWindowActive(IsInBoostWindow());
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}
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if (duration <= 0f || num >= 1f)
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{
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Util.PlaySound(endNoBoostSoundString, base.gameObject);
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outer.SetNextState(new Waiting());
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}
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if ((bool)base.inputBank && base.inputBank.skill1.justPressed && !hasAttempted)
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{
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hasAttempted = true;
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if (!AttemptBoost())
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{
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Util.PlaySound(failSoundString, base.gameObject);
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}
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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 (overlayController != null)
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{
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overlayController.onInstanceAdded -= OnOverlayInstanceAdded;
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overlayController.onInstanceRemove -= OnOverlayInstanceRemoved;
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reloadUiList.Clear();
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}
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if ((bool)base.skillLocator)
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{
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primarySkill.UnsetSkillOverride(this, primaryOverride, GenericSkill.SkillOverridePriority.Contextual);
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}
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for (int i = 0; i < base.skillLocator.skillSlotCount; i++)
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{
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GenericSkill skillAtIndex = base.skillLocator.GetSkillAtIndex(i);
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if ((bool)skillAtIndex)
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{
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RailgunSkillDef railgunSkillDef = skillAtIndex.skillDef as RailgunSkillDef;
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if ((bool)railgunSkillDef && railgunSkillDef.restockOnReload)
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{
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skillAtIndex.stock = skillAtIndex.maxStock;
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}
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}
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}
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if (loopPtr.isValid)
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{
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LoopSoundManager.StopSoundLoopLocal(loopPtr);
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}
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base.OnExit();
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}
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public bool IsInBoostWindow()
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{
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if (adjustedBoostWindowDelay - base.fixedAge < boostGracePeriod)
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{
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return base.fixedAge - (adjustedBoostWindowDelay + adjustedBoostWindowDuration) < boostGracePeriod;
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}
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return false;
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}
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public override void ModifyNextState(EntityState nextState)
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{
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if (nextState is BoostConfirm boostConfirm)
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{
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boostConfirm.overlayController = overlayController;
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if ((bool)primarySkill)
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{
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boostConfirm.OverridePrimary(primarySkill, primaryOverride);
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}
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}
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else if (overlayController != null)
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{
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HudOverlayManager.RemoveOverlay(overlayController);
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}
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}
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private void OnOverlayInstanceAdded(OverlayController controller, GameObject instance)
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{
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ActiveReloadBarController component = instance.GetComponent<ActiveReloadBarController>();
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float num = ((duration > 0f) ? (1f / duration) : 0f);
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component.SetWindowRange(num * adjustedBoostWindowDelay, num * (adjustedBoostWindowDelay + adjustedBoostWindowDuration));
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reloadUiList.Add(component);
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}
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private void OnOverlayInstanceRemoved(OverlayController controller, GameObject instance)
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{
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ActiveReloadBarController component = instance.GetComponent<ActiveReloadBarController>();
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reloadUiList.Remove(component);
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}
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}
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