209 lines
5.5 KiB
C#
209 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using RoR2;
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using RoR2.Navigation;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.FalseSonBoss;
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public class LunarRain : BaseState
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{
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[SerializeField]
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public float duration;
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[SerializeField]
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public float warningDuration;
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[SerializeField]
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public float delayBetweenDrops = 0.2f;
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[SerializeField]
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public float lunarRadius;
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[SerializeField]
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public int totalLunarDrops = 7;
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[SerializeField]
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public float percentVarianceRotation = 0.25f;
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[SerializeField]
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public float percentVarianceInRadius = 0.2f;
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public static GameObject warningFXPrefab;
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public static GameObject rainCrashEffectPrefab;
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public static GameObject lunarRainPrefab;
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public static GameObject blastImpactEffectPrefab;
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[SerializeField]
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public GameObject blastEffectPrefab;
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[SerializeField]
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public float blastRadius = 2f;
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public static float blastProcCoefficient;
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public static float blastDamageCoefficient;
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public static float blastForce;
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public static Vector3 blastBonusForce;
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private NodeGraph nodeGraph;
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private List<NodeGraph.NodeIndex> nodesToTeleportTo;
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private List<NodeGraph.NodeIndex> fissureLocs;
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private Vector3 fissureLocation;
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private bool lunarRainStarted;
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private float lunarRainStartTime;
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private int totalWarned;
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private int totalFired;
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private int totalLunarDropsToFire;
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private float nextDropTime;
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public override void OnEnter()
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{
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base.OnEnter();
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new System.Random();
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nodeGraph = SceneInfo.instance.GetNodeGraph(MapNodeGroup.GraphType.Ground);
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fissureLocs = new List<NodeGraph.NodeIndex>();
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totalLunarDrops = ((totalLunarDrops > 0) ? totalLunarDrops : 7);
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float num = ((lunarRadius > 0f) ? lunarRadius : 30f);
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Transform transform = base.characterBody.transform;
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Vector3 position = transform.position;
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Vector3 angleOffset2 = Quaternion.AngleAxis(-90f, Vector3.up) * transform.forward;
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angleOffset2.y = 0f;
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NodeGraph.NodeIndex nodeIndex = nodeGraph.FindClosestNode(position, HullClassification.Human);
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for (int j = 0; j < totalLunarDrops; j++)
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{
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Vector3 position2 = GeneratePositionAroundCircle(j, totalLunarDrops, position, num * UnityEngine.Random.Range(0.7f, 1.3f), angleOffset2);
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NodeGraph.NodeIndex nodeIndex2 = SceneInfo.instance.groundNodes.FindClosestNode(position2, HullClassification.Human);
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if (!fissureLocs.Contains(nodeIndex2) && nodeIndex2 != nodeIndex)
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{
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fissureLocs.Add(nodeIndex2);
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}
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else
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{
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num *= 1.5f;
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}
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}
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Util.ShuffleList(fissureLocs);
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totalFired = 0;
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nextDropTime = base.fixedAge + delayBetweenDrops;
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totalLunarDropsToFire = Mathf.Min(totalLunarDrops, fissureLocs.Count);
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PlayAnimation("FullBody, Override", "LunarRain", "LunarRain.playbackRate", duration);
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Vector3 GeneratePositionAroundCircle(int i, int total, Vector3 center, float radius, Vector3 angleOffset)
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{
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float num2 = MathF.PI * 2f / (float)total;
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float f = num2 * (float)i + num2 * UnityEngine.Random.Range(1f - percentVarianceRotation, 1f + percentVarianceRotation);
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float x = Mathf.Cos(f);
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float z = Mathf.Sin(f);
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Vector3 vector = new Vector3(x, 0f, z);
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radius *= UnityEngine.Random.Range(1f - percentVarianceInRadius, 1f + percentVarianceInRadius);
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return vector * radius + center;
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}
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}
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private void SpawnRainWarning(NodeGraph.NodeIndex node)
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{
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nodeGraph.GetNodePosition(node, out fissureLocation);
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EffectManager.SpawnEffect(warningFXPrefab, new EffectData
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{
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origin = fissureLocation
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}, transmit: true);
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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 (totalWarned < totalLunarDropsToFire)
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{
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SpawnRainWarning(fissureLocs[totalWarned++]);
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if (totalWarned >= totalLunarDropsToFire)
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{
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lunarRainStartTime = base.fixedAge + warningDuration + duration * 0.7f;
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}
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return;
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}
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if (!lunarRainStarted && base.fixedAge > lunarRainStartTime)
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{
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lunarRainStarted = true;
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DetonateAuthority();
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}
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if (!lunarRainStarted || base.fixedAge < nextDropTime)
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{
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return;
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}
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if (totalFired >= totalLunarDropsToFire)
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{
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outer.SetNextStateToMain();
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return;
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}
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FireRain(fissureLocs[totalFired++]);
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if (totalFired < totalLunarDropsToFire)
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{
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FireRain(fissureLocs[totalFired++]);
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}
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}
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private void FireRain(NodeGraph.NodeIndex node)
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{
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if (NetworkServer.active)
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{
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nodeGraph.GetNodePosition(node, out fissureLocation);
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nextDropTime = base.fixedAge + delayBetweenDrops;
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EffectManager.SpawnEffect(rainCrashEffectPrefab, new EffectData
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{
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origin = fissureLocation
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}, transmit: true);
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NetworkServer.Spawn(UnityEngine.Object.Instantiate(lunarRainPrefab, fissureLocation, Quaternion.identity));
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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protected BlastAttack.Result DetonateAuthority()
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{
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Vector3 position = FindModelChild("Root").transform.position;
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EffectManager.SpawnEffect(blastEffectPrefab, new EffectData
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{
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origin = position,
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scale = blastRadius
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}, transmit: true);
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return new BlastAttack
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{
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attacker = base.gameObject,
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baseDamage = damageStat * blastDamageCoefficient,
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baseForce = blastForce,
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bonusForce = blastBonusForce,
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crit = RollCrit(),
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falloffModel = BlastAttack.FalloffModel.None,
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procCoefficient = blastProcCoefficient,
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radius = blastRadius,
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position = base.gameObject.transform.position,
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attackerFiltering = AttackerFiltering.NeverHitSelf,
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impactEffect = EffectCatalog.FindEffectIndexFromPrefab(blastImpactEffectPrefab),
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teamIndex = base.teamComponent.teamIndex
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}.Fire();
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Frozen;
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}
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}
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