73 lines
1.9 KiB
C#
73 lines
1.9 KiB
C#
using RoR2;
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using RoR2.UI;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Sniper.Scope;
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public class ScopeSniper : BaseState
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{
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public static float baseChargeDuration = 4f;
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public static GameObject crosshairPrefab;
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public float charge;
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private CrosshairUtils.OverrideRequest crosshairOverrideRequest;
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private GameObject laserPointerObject;
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private CameraTargetParams.AimRequest aimRequest;
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public override void OnEnter()
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{
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base.OnEnter();
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charge = 0f;
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if (NetworkServer.active && (bool)base.characterBody)
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{
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base.characterBody.AddBuff(RoR2Content.Buffs.Slow50);
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}
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if ((bool)base.cameraTargetParams)
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{
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aimRequest = base.cameraTargetParams.RequestAimType(CameraTargetParams.AimType.FirstPerson);
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base.cameraTargetParams.fovOverride = 20f;
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}
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if ((bool)crosshairPrefab)
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{
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crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairPrefab, CrosshairUtils.OverridePriority.Skill);
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}
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laserPointerObject = Object.Instantiate(LegacyResourcesAPI.Load<GameObject>("Prefabs/LaserPointerBeamEnd"));
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laserPointerObject.GetComponent<LaserPointerController>().source = base.inputBank;
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}
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public override void OnExit()
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{
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EntityState.Destroy(laserPointerObject);
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if (NetworkServer.active && (bool)base.characterBody)
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{
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base.characterBody.RemoveBuff(RoR2Content.Buffs.Slow50);
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}
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aimRequest?.Dispose();
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if ((bool)base.cameraTargetParams)
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{
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base.cameraTargetParams.fovOverride = -1f;
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}
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crosshairOverrideRequest?.Dispose();
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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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charge = Mathf.Min(charge + attackSpeedStat / baseChargeDuration * GetDeltaTime(), 1f);
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if (base.isAuthority && (!base.inputBank || !base.inputBank.skill2.down))
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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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