r2mods/ilspy_dump/ror2_csproj/EntityStates.VagrantMonster.../JellyStorm.cs

106 lines
3.1 KiB
C#

using System;
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.VagrantMonster.Weapon;
public class JellyStorm : BaseState
{
private float stopwatch;
private float missileStopwatch;
public static float stormDuration;
public static float stormToIdleTransitionDuration;
public static string stormPointChildString;
public static float missileSpawnFrequency;
public static float missileSpawnDelay;
public static int missileTurretCount;
public static float missileTurretYawFrequency;
public static float missileTurretPitchFrequency;
public static float missileTurretPitchMagnitude;
public static float missileSpeed;
public static float damageCoefficient;
public static GameObject projectilePrefab;
public static GameObject effectPrefab;
private bool beginExitTransition;
private ChildLocator childLocator;
private static int StormEnterStateHash = Animator.StringToHash("StormEnter");
public override void OnEnter()
{
base.OnEnter();
missileStopwatch -= missileSpawnDelay;
if ((bool)base.sfxLocator && base.sfxLocator.barkSound != "")
{
Util.PlaySound(base.sfxLocator.barkSound, base.gameObject);
}
PlayAnimation("Gesture", StormEnterStateHash);
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
childLocator = modelTransform.GetComponent<ChildLocator>();
if ((bool)childLocator)
{
_ = (bool)childLocator.FindChild(stormPointChildString);
}
}
}
private void FireBlob(Ray aimRay, float bonusPitch, float bonusYaw, float speed)
{
Vector3 forward = Util.ApplySpread(aimRay.direction, 0f, 0f, 1f, 1f, bonusYaw, bonusPitch);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, speed);
}
public override void FixedUpdate()
{
base.FixedUpdate();
float deltaTime = GetDeltaTime();
stopwatch += deltaTime;
missileStopwatch += deltaTime;
if (missileStopwatch >= 1f / missileSpawnFrequency && !beginExitTransition)
{
missileStopwatch -= 1f / missileSpawnFrequency;
Transform transform = childLocator.FindChild(stormPointChildString);
if ((bool)transform)
{
for (int i = 0; i < missileTurretCount; i++)
{
float bonusYaw = 360f / (float)missileTurretCount * (float)i + 360f * missileTurretYawFrequency * stopwatch;
float bonusPitch = Mathf.Sin(MathF.PI * 2f * missileTurretPitchFrequency * stopwatch) * missileTurretPitchMagnitude;
Ray aimRay = default(Ray);
aimRay.origin = transform.position;
aimRay.direction = transform.transform.forward;
FireBlob(aimRay, bonusPitch, bonusYaw, missileSpeed);
}
}
}
if (stopwatch >= stormDuration - stormToIdleTransitionDuration && !beginExitTransition)
{
beginExitTransition = true;
PlayCrossfade("Gesture", "StormExit", "StormExit.playbackRate", stormToIdleTransitionDuration, 0.5f);
}
if (stopwatch >= stormDuration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
}