r2mods/ilspy_dump/ror2_csproj/EntityStates.Engi.EngiMissi.../Paint.cs

297 lines
8.6 KiB
C#

using System.Collections.Generic;
using RoR2;
using RoR2.Skills;
using RoR2.UI;
using UnityEngine;
namespace EntityStates.Engi.EngiMissilePainter;
public class Paint : BaseEngiMissilePainterState
{
private struct IndicatorInfo
{
public int refCount;
public EngiMissileIndicator indicator;
}
private class EngiMissileIndicator : Indicator
{
public int missileCount;
public override void UpdateVisualizer()
{
base.UpdateVisualizer();
Transform transform = base.visualizerTransform.Find("DotOrigin");
for (int num = transform.childCount - 1; num >= missileCount; num--)
{
EntityState.Destroy(transform.GetChild(num));
}
for (int i = transform.childCount; i < missileCount; i++)
{
GameObject gameObject = Object.Instantiate(base.visualizerPrefab.transform.Find("DotOrigin/DotTemplate").gameObject, transform);
FindRenderers(gameObject.transform);
}
if (transform.childCount > 0)
{
float num2 = 360f / (float)transform.childCount;
float num3 = (float)(transform.childCount - 1) * 90f;
for (int j = 0; j < transform.childCount; j++)
{
Transform child = transform.GetChild(j);
child.gameObject.SetActive(value: true);
child.localRotation = Quaternion.Euler(0f, 0f, num3 + (float)j * num2);
}
}
}
public EngiMissileIndicator(GameObject owner, GameObject visualizerPrefab)
: base(owner, visualizerPrefab)
{
}
}
public static GameObject crosshairOverridePrefab;
public static GameObject stickyTargetIndicatorPrefab;
public static float stackInterval;
public static string enterSoundString;
public static string exitSoundString;
public static string loopSoundString;
public static string lockOnSoundString;
public static string stopLoopSoundString;
public static float maxAngle;
public static float maxDistance;
private List<HurtBox> targetsList;
private Dictionary<HurtBox, IndicatorInfo> targetIndicators;
private Indicator stickyTargetIndicator;
private SkillDef engiConfirmTargetDummySkillDef;
private SkillDef engiCancelTargetingDummySkillDef;
private bool releasedKeyOnce;
private float stackStopwatch;
private CrosshairUtils.OverrideRequest crosshairOverrideRequest;
private BullseyeSearch search;
private bool queuedFiringState;
private uint loopSoundID;
private HealthComponent previousHighlightTargetHealthComponent;
private HurtBox previousHighlightTargetHurtBox;
public override void OnEnter()
{
base.OnEnter();
if (base.isAuthority)
{
targetsList = new List<HurtBox>();
targetIndicators = new Dictionary<HurtBox, IndicatorInfo>();
stickyTargetIndicator = new Indicator(base.gameObject, stickyTargetIndicatorPrefab);
search = new BullseyeSearch();
}
PlayCrossfade("Gesture, Additive", "PrepHarpoons", 0.1f);
Util.PlaySound(enterSoundString, base.gameObject);
loopSoundID = Util.PlaySound(loopSoundString, base.gameObject);
if ((bool)crosshairOverridePrefab)
{
crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairOverridePrefab, CrosshairUtils.OverridePriority.Skill);
}
engiConfirmTargetDummySkillDef = SkillCatalog.GetSkillDef(SkillCatalog.FindSkillIndexByName("EngiConfirmTargetDummy"));
engiCancelTargetingDummySkillDef = SkillCatalog.GetSkillDef(SkillCatalog.FindSkillIndexByName("EngiCancelTargetingDummy"));
base.skillLocator.primary.SetSkillOverride(this, engiConfirmTargetDummySkillDef, GenericSkill.SkillOverridePriority.Contextual);
base.skillLocator.secondary.SetSkillOverride(this, engiCancelTargetingDummySkillDef, GenericSkill.SkillOverridePriority.Contextual);
}
public override void OnExit()
{
if (base.isAuthority && !outer.destroying && !queuedFiringState)
{
for (int i = 0; i < targetsList.Count; i++)
{
base.activatorSkillSlot.AddOneStock();
}
}
base.skillLocator.secondary.UnsetSkillOverride(this, engiCancelTargetingDummySkillDef, GenericSkill.SkillOverridePriority.Contextual);
base.skillLocator.primary.UnsetSkillOverride(this, engiConfirmTargetDummySkillDef, GenericSkill.SkillOverridePriority.Contextual);
if (targetIndicators != null)
{
foreach (KeyValuePair<HurtBox, IndicatorInfo> targetIndicator in targetIndicators)
{
targetIndicator.Value.indicator.active = false;
}
}
if (stickyTargetIndicator != null)
{
stickyTargetIndicator.active = false;
}
crosshairOverrideRequest?.Dispose();
PlayCrossfade("Gesture, Additive", "ExitHarpoons", 0.1f);
Util.PlaySound(exitSoundString, base.gameObject);
Util.PlaySound(stopLoopSoundString, base.gameObject);
base.OnExit();
}
private void AddTargetAuthority(HurtBox hurtBox)
{
if (base.activatorSkillSlot.stock != 0)
{
Util.PlaySound(lockOnSoundString, base.gameObject);
targetsList.Add(hurtBox);
if (!targetIndicators.TryGetValue(hurtBox, out var value))
{
IndicatorInfo indicatorInfo = default(IndicatorInfo);
indicatorInfo.refCount = 0;
indicatorInfo.indicator = new EngiMissileIndicator(base.gameObject, LegacyResourcesAPI.Load<GameObject>("Prefabs/EngiMissileTrackingIndicator"));
value = indicatorInfo;
value.indicator.targetTransform = hurtBox.transform;
value.indicator.active = true;
}
value.refCount++;
value.indicator.missileCount = value.refCount;
targetIndicators[hurtBox] = value;
base.activatorSkillSlot.DeductStock(1);
}
}
private void RemoveTargetAtAuthority(int i)
{
HurtBox key = targetsList[i];
targetsList.RemoveAt(i);
if (targetIndicators.TryGetValue(key, out var value))
{
value.refCount--;
value.indicator.missileCount = value.refCount;
targetIndicators[key] = value;
if (value.refCount == 0)
{
value.indicator.active = false;
targetIndicators.Remove(key);
}
}
}
private void CleanTargetsList()
{
for (int num = targetsList.Count - 1; num >= 0; num--)
{
HurtBox hurtBox = targetsList[num];
if (!hurtBox.healthComponent || !hurtBox.healthComponent.alive)
{
RemoveTargetAtAuthority(num);
base.activatorSkillSlot.AddOneStock();
}
}
for (int num2 = targetsList.Count - 1; num2 >= base.activatorSkillSlot.maxStock; num2--)
{
RemoveTargetAtAuthority(num2);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
base.characterBody.SetAimTimer(3f);
if (base.isAuthority)
{
AuthorityFixedUpdate();
}
}
private void GetCurrentTargetInfo(out HurtBox currentTargetHurtBox, out HealthComponent currentTargetHealthComponent)
{
Ray aimRay = GetAimRay();
search.filterByDistinctEntity = true;
search.filterByLoS = true;
search.minDistanceFilter = 0f;
search.maxDistanceFilter = maxDistance;
search.minAngleFilter = 0f;
search.maxAngleFilter = maxAngle;
search.viewer = base.characterBody;
search.searchOrigin = aimRay.origin;
search.searchDirection = aimRay.direction;
search.sortMode = BullseyeSearch.SortMode.DistanceAndAngle;
search.teamMaskFilter = TeamMask.GetUnprotectedTeams(GetTeam());
search.RefreshCandidates();
search.FilterOutGameObject(base.gameObject);
foreach (HurtBox result in search.GetResults())
{
if ((bool)result.healthComponent && result.healthComponent.alive)
{
currentTargetHurtBox = result;
currentTargetHealthComponent = result.healthComponent;
return;
}
}
currentTargetHurtBox = null;
currentTargetHealthComponent = null;
}
private void AuthorityFixedUpdate()
{
CleanTargetsList();
bool flag = false;
GetCurrentTargetInfo(out var currentTargetHurtBox, out var currentTargetHealthComponent);
if ((bool)currentTargetHurtBox)
{
stackStopwatch += GetDeltaTime();
if (base.inputBank.skill1.down && (previousHighlightTargetHealthComponent != currentTargetHealthComponent || stackStopwatch > stackInterval / attackSpeedStat || base.inputBank.skill1.justPressed))
{
stackStopwatch = 0f;
AddTargetAuthority(currentTargetHurtBox);
}
}
if (base.inputBank.skill1.justReleased)
{
flag = true;
}
if (base.inputBank.skill2.justReleased)
{
outer.SetNextStateToMain();
return;
}
if (base.inputBank.skill3.justReleased)
{
if (releasedKeyOnce)
{
flag = true;
}
releasedKeyOnce = true;
}
if ((object)currentTargetHurtBox != previousHighlightTargetHurtBox)
{
previousHighlightTargetHurtBox = currentTargetHurtBox;
previousHighlightTargetHealthComponent = currentTargetHealthComponent;
stickyTargetIndicator.targetTransform = (((bool)currentTargetHurtBox && base.activatorSkillSlot.stock != 0) ? currentTargetHurtBox.transform : null);
stackStopwatch = 0f;
}
stickyTargetIndicator.active = stickyTargetIndicator.targetTransform;
if (flag)
{
queuedFiringState = true;
outer.SetNextState(new Fire
{
targetsList = targetsList,
activatorSkillSlot = base.activatorSkillSlot
});
}
}
}