219 lines
5.8 KiB
C#
219 lines
5.8 KiB
C#
using System.Linq;
|
|
using RoR2;
|
|
using UnityEngine;
|
|
using UnityEngine.Networking;
|
|
|
|
namespace EntityStates.VoidSurvivor.Weapon;
|
|
|
|
public class Suppress : BaseSkillState
|
|
{
|
|
[SerializeField]
|
|
public float minimumDuration;
|
|
|
|
[SerializeField]
|
|
public string animationLayerName;
|
|
|
|
[SerializeField]
|
|
public string animationStateName;
|
|
|
|
[SerializeField]
|
|
public float maxSearchAngleFilter;
|
|
|
|
[SerializeField]
|
|
public float maxSearchDistance;
|
|
|
|
[SerializeField]
|
|
public float idealDistance;
|
|
|
|
[SerializeField]
|
|
public float springConstant;
|
|
|
|
[SerializeField]
|
|
public float springMaxLength;
|
|
|
|
[SerializeField]
|
|
public float damperConstant;
|
|
|
|
[SerializeField]
|
|
public float suppressedTargetForceRadius;
|
|
|
|
[SerializeField]
|
|
public GameObject suppressEffectPrefab;
|
|
|
|
[SerializeField]
|
|
public string muzzle;
|
|
|
|
[SerializeField]
|
|
public AnimationCurve forceSuitabilityCurve;
|
|
|
|
[SerializeField]
|
|
public float damageCoefficientPerSecond;
|
|
|
|
[SerializeField]
|
|
public float procCoefficientPerSecond;
|
|
|
|
[SerializeField]
|
|
public float corruptionPerSecond;
|
|
|
|
[SerializeField]
|
|
public float maxBreakDistance;
|
|
|
|
[SerializeField]
|
|
public float tickRate;
|
|
|
|
[SerializeField]
|
|
public bool applyForces;
|
|
|
|
private GameObject suppressEffectInstance;
|
|
|
|
private Transform idealFXTransform;
|
|
|
|
private Transform targetFXTransform;
|
|
|
|
private Transform muzzleTransform;
|
|
|
|
private VoidSurvivorController voidSurvivorController;
|
|
|
|
private CharacterBody targetBody;
|
|
|
|
private float damageTickCountdown;
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
targetBody = null;
|
|
voidSurvivorController = GetComponent<VoidSurvivorController>();
|
|
PlayAnimation(animationLayerName, animationStateName);
|
|
Transform modelTransform = GetModelTransform();
|
|
if ((bool)modelTransform)
|
|
{
|
|
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
|
|
if ((bool)component)
|
|
{
|
|
muzzleTransform = component.FindChild(muzzle);
|
|
if ((bool)muzzleTransform && (bool)suppressEffectPrefab)
|
|
{
|
|
suppressEffectInstance = Object.Instantiate(suppressEffectPrefab, muzzleTransform.position, muzzleTransform.rotation);
|
|
suppressEffectInstance.transform.parent = base.characterBody.transform;
|
|
ChildLocator component2 = suppressEffectInstance.GetComponent<ChildLocator>();
|
|
if ((bool)component2)
|
|
{
|
|
idealFXTransform = component2.FindChild("IdealFX");
|
|
targetFXTransform = component2.FindChild("TargetFX");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Ray aimRay = GetAimRay();
|
|
BullseyeSearch bullseyeSearch = new BullseyeSearch();
|
|
bullseyeSearch.teamMaskFilter = TeamMask.GetEnemyTeams(GetTeam());
|
|
bullseyeSearch.maxAngleFilter = maxSearchAngleFilter;
|
|
bullseyeSearch.maxDistanceFilter = maxSearchDistance;
|
|
bullseyeSearch.searchOrigin = aimRay.origin;
|
|
bullseyeSearch.searchDirection = aimRay.direction;
|
|
bullseyeSearch.sortMode = BullseyeSearch.SortMode.Angle;
|
|
bullseyeSearch.filterByLoS = true;
|
|
bullseyeSearch.RefreshCandidates();
|
|
bullseyeSearch.FilterOutGameObject(base.gameObject);
|
|
HurtBox hurtBox = bullseyeSearch.GetResults().FirstOrDefault();
|
|
if ((bool)hurtBox)
|
|
{
|
|
Debug.LogFormat("Found target {0}", targetBody);
|
|
targetBody = hurtBox.healthComponent.body;
|
|
}
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
if ((bool)suppressEffectInstance)
|
|
{
|
|
EntityState.Destroy(suppressEffectInstance);
|
|
}
|
|
base.OnExit();
|
|
}
|
|
|
|
public override void Update()
|
|
{
|
|
base.Update();
|
|
if ((bool)targetBody)
|
|
{
|
|
if ((bool)muzzleTransform)
|
|
{
|
|
suppressEffectInstance.transform.position = muzzleTransform.position;
|
|
}
|
|
if ((bool)idealFXTransform)
|
|
{
|
|
Ray aimRay = GetAimRay();
|
|
_ = targetBody.corePosition;
|
|
Vector3 position = aimRay.origin + aimRay.direction * idealDistance;
|
|
idealFXTransform.position = position;
|
|
}
|
|
if ((bool)targetFXTransform)
|
|
{
|
|
targetFXTransform.position = targetBody.corePosition;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
base.characterBody.SetAimTimer(3f);
|
|
float deltaTime = GetDeltaTime();
|
|
if (NetworkServer.active && (bool)targetBody)
|
|
{
|
|
Ray aimRay = GetAimRay();
|
|
Vector3 corePosition = targetBody.corePosition;
|
|
Vector3 vector = aimRay.origin + aimRay.direction * idealDistance;
|
|
if (applyForces)
|
|
{
|
|
Vector3 vector2 = vector - corePosition;
|
|
float magnitude = vector2.magnitude;
|
|
Mathf.Clamp01(magnitude / suppressedTargetForceRadius);
|
|
Vector3 velocity;
|
|
float mass;
|
|
bool flag;
|
|
if ((bool)targetBody.characterMotor)
|
|
{
|
|
velocity = targetBody.characterMotor.velocity;
|
|
mass = targetBody.characterMotor.mass;
|
|
flag = !targetBody.characterMotor.isFlying;
|
|
}
|
|
else
|
|
{
|
|
Rigidbody obj = targetBody.rigidbody;
|
|
velocity = obj.velocity;
|
|
mass = obj.mass;
|
|
flag = obj.useGravity;
|
|
}
|
|
Vector3 vector3 = vector2.normalized * Mathf.Min(springMaxLength, magnitude) * springConstant * deltaTime;
|
|
Vector3 vector4 = -velocity * damperConstant * deltaTime;
|
|
Vector3 vector5 = (flag ? (Physics.gravity * deltaTime * mass) : Vector3.zero);
|
|
float num = forceSuitabilityCurve.Evaluate(mass);
|
|
targetBody.healthComponent.TakeDamageForce((vector3 + vector4) * num - vector5, alwaysApply: true, disableAirControlUntilCollision: true);
|
|
}
|
|
damageTickCountdown -= deltaTime;
|
|
if (damageTickCountdown <= 0f)
|
|
{
|
|
damageTickCountdown = 1f / tickRate;
|
|
DamageInfo damageInfo = new DamageInfo();
|
|
damageInfo.attacker = base.gameObject;
|
|
damageInfo.procCoefficient = procCoefficientPerSecond / tickRate;
|
|
damageInfo.damage = damageCoefficientPerSecond * damageStat / tickRate;
|
|
damageInfo.crit = RollCrit();
|
|
targetBody.healthComponent.TakeDamage(damageInfo);
|
|
voidSurvivorController.AddCorruption(corruptionPerSecond / tickRate);
|
|
}
|
|
}
|
|
if (base.isAuthority && (!targetBody || !targetBody.healthComponent.alive))
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.PrioritySkill;
|
|
}
|
|
}
|