157 lines
4.3 KiB
C#
157 lines
4.3 KiB
C#
using System.Collections.Generic;
|
|
using RoR2;
|
|
using RoR2.Projectile;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates.Engi.MineDeployer;
|
|
|
|
public class FireMine : BaseMineDeployerState
|
|
{
|
|
public static float duration;
|
|
|
|
public static float launchApex;
|
|
|
|
public static float patternRadius;
|
|
|
|
public static GameObject projectilePrefab;
|
|
|
|
private int fireIndex;
|
|
|
|
private static Vector3[] velocities;
|
|
|
|
private static bool velocitiesResolved;
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
if (base.isAuthority)
|
|
{
|
|
ResolveVelocities();
|
|
Transform transform = base.transform.Find("FirePoint");
|
|
ProjectileDamage component = GetComponent<ProjectileDamage>();
|
|
Vector3 forward = transform.TransformVector(velocities[fireIndex]);
|
|
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
|
|
fireProjectileInfo.crit = component.crit;
|
|
fireProjectileInfo.damage = component.damage;
|
|
fireProjectileInfo.damageColorIndex = component.damageColorIndex;
|
|
fireProjectileInfo.force = component.force;
|
|
fireProjectileInfo.owner = base.owner;
|
|
fireProjectileInfo.position = transform.position;
|
|
fireProjectileInfo.procChainMask = base.projectileController.procChainMask;
|
|
fireProjectileInfo.projectilePrefab = projectilePrefab;
|
|
fireProjectileInfo.rotation = Quaternion.LookRotation(forward);
|
|
fireProjectileInfo.fuseOverride = -1f;
|
|
fireProjectileInfo.useFuseOverride = false;
|
|
fireProjectileInfo.speedOverride = forward.magnitude;
|
|
fireProjectileInfo.useSpeedOverride = true;
|
|
FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
|
|
ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
|
|
}
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
if (base.isAuthority && duration <= base.fixedAge)
|
|
{
|
|
int num = fireIndex + 1;
|
|
if (num < velocities.Length)
|
|
{
|
|
outer.SetNextState(new FireMine
|
|
{
|
|
fireIndex = num
|
|
});
|
|
}
|
|
else
|
|
{
|
|
outer.SetNextState(new WaitForDeath());
|
|
}
|
|
}
|
|
}
|
|
|
|
private static Vector3[] GeneratePoints(float radius)
|
|
{
|
|
Vector3[] array = new Vector3[9];
|
|
Quaternion quaternion = Quaternion.AngleAxis(60f, Vector3.up);
|
|
Quaternion quaternion2 = Quaternion.AngleAxis(120f, Vector3.up);
|
|
Vector3 forward = Vector3.forward;
|
|
array[0] = forward;
|
|
array[1] = quaternion2 * array[0];
|
|
array[2] = quaternion2 * array[1];
|
|
float num = 1f;
|
|
float num2 = Vector3.Distance(array[0], array[1]);
|
|
float num3 = Mathf.Sqrt(num * num + num2 * num2) / num;
|
|
array[3] = quaternion * (array[2] * num3);
|
|
array[4] = quaternion2 * array[3];
|
|
array[5] = quaternion2 * array[4];
|
|
num3 = 1f;
|
|
array[6] = quaternion * (array[5] * num3);
|
|
array[7] = quaternion2 * array[6];
|
|
array[8] = quaternion2 * array[7];
|
|
float num4 = radius / array[8].magnitude;
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
array[i] *= num4;
|
|
}
|
|
return array;
|
|
}
|
|
|
|
private static Vector3[] GenerateHexPoints(float radius)
|
|
{
|
|
Vector3[] array = new Vector3[6];
|
|
Quaternion quaternion = Quaternion.AngleAxis(60f, Vector3.up);
|
|
ref Vector3 reference = ref array[0];
|
|
reference = Vector3.forward * radius;
|
|
for (int i = 1; i < array.Length; i++)
|
|
{
|
|
ref Vector3 reference2 = ref array[i];
|
|
reference2 = quaternion * reference;
|
|
reference = ref reference2;
|
|
}
|
|
return array;
|
|
}
|
|
|
|
private static Vector3[] GeneratePointsFromPattern(GameObject patternObject)
|
|
{
|
|
Transform transform = patternObject.transform;
|
|
Vector3 position = transform.position;
|
|
List<Vector3> list = new List<Vector3>();
|
|
for (int i = 0; i < transform.childCount; i++)
|
|
{
|
|
Transform child = transform.GetChild(i);
|
|
if (child.gameObject.activeInHierarchy)
|
|
{
|
|
list.Add(child.position - position);
|
|
}
|
|
}
|
|
return list.ToArray();
|
|
}
|
|
|
|
private static Vector3[] GenerateVelocitiesFromPoints(Vector3[] points, float apex)
|
|
{
|
|
Vector3[] array = new Vector3[points.Length];
|
|
float num = Trajectory.CalculateInitialYSpeedForHeight(apex);
|
|
for (int i = 0; i < points.Length; i++)
|
|
{
|
|
Vector3 normalized = points[i].normalized;
|
|
float num2 = Trajectory.CalculateGroundSpeedToClearDistance(num, points[i].magnitude);
|
|
Vector3 vector = normalized * num2;
|
|
vector.y = num;
|
|
array[i] = vector;
|
|
}
|
|
return array;
|
|
}
|
|
|
|
private static void ResolveVelocities()
|
|
{
|
|
if (!velocitiesResolved)
|
|
{
|
|
velocities = GenerateVelocitiesFromPoints(GeneratePoints(patternRadius), launchApex);
|
|
if (!Application.isEditor)
|
|
{
|
|
velocitiesResolved = true;
|
|
}
|
|
}
|
|
}
|
|
}
|