94 lines
2.2 KiB
C#
94 lines
2.2 KiB
C#
using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.BrotherMonster;
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public class BaseSlideState : BaseState
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{
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public static float duration;
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public static AnimationCurve speedCoefficientCurve;
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public static AnimationCurve jumpforwardSpeedCoefficientCurve;
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public static string soundString;
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public static GameObject slideEffectPrefab;
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public static string slideEffectMuzzlestring;
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protected Vector3 slideVector;
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protected Quaternion slideRotation;
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public override void OnEnter()
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{
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base.OnEnter();
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Util.PlaySound(soundString, base.gameObject);
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if ((bool)base.inputBank)
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{
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_ = (bool)base.characterDirection;
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}
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if (NetworkServer.active)
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{
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Util.CleanseBody(base.characterBody, removeDebuffs: true, removeBuffs: false, removeCooldownBuffs: false, removeDots: false, removeStun: false, removeNearbyProjectiles: false);
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}
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if ((bool)slideEffectPrefab && (bool)base.characterBody)
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{
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Vector3 position = base.characterBody.corePosition;
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Quaternion rotation = Quaternion.identity;
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Transform transform = FindModelChild(slideEffectMuzzlestring);
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if ((bool)transform)
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{
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position = transform.position;
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}
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if ((bool)base.characterDirection)
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{
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rotation = Util.QuaternionSafeLookRotation(slideRotation * base.characterDirection.forward, Vector3.up);
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}
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EffectManager.SimpleEffect(slideEffectPrefab, position, rotation, transmit: false);
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}
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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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if (base.isAuthority)
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{
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Vector3 vector = Vector3.zero;
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if ((bool)base.inputBank && (bool)base.characterDirection)
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{
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vector = base.characterDirection.forward;
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}
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if ((bool)base.characterMotor)
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{
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float num = speedCoefficientCurve.Evaluate(base.fixedAge / duration);
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base.characterMotor.rootMotion += slideRotation * (num * moveSpeedStat * vector * GetDeltaTime());
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}
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if (base.fixedAge >= duration)
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{
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outer.SetNextStateToMain();
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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 (!outer.destroying)
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{
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PlayImpactAnimation();
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}
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base.OnExit();
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}
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private void PlayImpactAnimation()
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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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