201 lines
5.0 KiB
C#
201 lines
5.0 KiB
C#
using System;
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using System.Linq;
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Headstompers;
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public class HeadstompersFall : BaseHeadstompersState
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{
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private float stopwatch;
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public static float maxFallDuration = 0f;
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public static float maxFallSpeed = 30f;
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public static float maxDistance = 30f;
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public static float initialFallSpeed = 10f;
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public static float accelerationY = 40f;
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public static float minimumRadius = 5f;
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public static float maximumRadius = 100f;
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public static float minimumDamageCoefficient = 10f;
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public static float maximumDamageCoefficient = 100f;
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public static float seekCone = 20f;
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public static float springboardSpeed = 30f;
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private Transform seekTransform;
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private bool seekLost;
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private CharacterMotor onHitGroundProvider;
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private float initialY;
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public override void OnEnter()
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{
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base.OnEnter();
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if (!base.isAuthority)
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{
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return;
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}
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if ((bool)body)
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{
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TeamMask allButNeutral = TeamMask.allButNeutral;
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TeamIndex objectTeam = TeamComponent.GetObjectTeam(bodyGameObject);
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if (objectTeam != TeamIndex.None)
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{
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allButNeutral.RemoveTeam(objectTeam);
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}
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BullseyeSearch obj = new BullseyeSearch
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{
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filterByLoS = true,
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maxDistanceFilter = 300f,
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maxAngleFilter = seekCone,
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searchOrigin = body.footPosition,
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searchDirection = Vector3.down,
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sortMode = BullseyeSearch.SortMode.Angle,
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teamMaskFilter = allButNeutral,
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viewer = body
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};
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initialY = body.footPosition.y;
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obj.RefreshCandidates();
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seekTransform = obj.GetResults().FirstOrDefault()?.transform;
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}
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SetOnHitGroundProviderAuthority(bodyMotor);
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if ((bool)bodyMotor)
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{
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bodyMotor.velocity.y = Mathf.Min(bodyMotor.velocity.y, 0f - initialFallSpeed);
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}
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}
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private void SetOnHitGroundProviderAuthority(CharacterMotor newOnHitGroundProvider)
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{
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if ((object)onHitGroundProvider != null)
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{
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onHitGroundProvider.onHitGroundAuthority -= OnMotorHitGroundAuthority;
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}
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onHitGroundProvider = newOnHitGroundProvider;
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if ((object)onHitGroundProvider != null)
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{
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onHitGroundProvider.onHitGroundAuthority += OnMotorHitGroundAuthority;
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}
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}
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public override void OnExit()
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{
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SetOnHitGroundProviderAuthority(null);
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base.OnExit();
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}
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private void OnMotorHitGroundAuthority(ref CharacterMotor.HitGroundInfo hitGroundInfo)
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{
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DoStompExplosionAuthority();
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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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FixedUpdateAuthority();
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}
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}
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private void FixedUpdateAuthority()
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{
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stopwatch += Time.deltaTime;
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if (base.isGrounded)
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{
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DoStompExplosionAuthority();
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}
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else if (stopwatch >= maxFallDuration)
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{
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outer.SetNextState(new HeadstompersCooldown());
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}
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else
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{
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if (!bodyMotor)
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{
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return;
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}
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Vector3 velocity = bodyMotor.velocity;
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if (velocity.y > 0f - maxFallSpeed)
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{
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velocity.y = Mathf.MoveTowards(velocity.y, 0f - maxFallSpeed, accelerationY * Time.deltaTime);
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}
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if ((bool)seekTransform && !seekLost)
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{
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Vector3 normalized = (seekTransform.position - body.footPosition).normalized;
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if (Vector3.Dot(Vector3.down, normalized) >= Mathf.Cos(seekCone * (MathF.PI / 180f)))
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{
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if (velocity.y < 0f)
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{
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Vector3 vector = normalized * (0f - velocity.y);
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vector.y = 0f;
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Vector3 vector2 = velocity;
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vector2.y = 0f;
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vector2 = vector;
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velocity.x = vector2.x;
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velocity.z = vector2.z;
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}
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}
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else
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{
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seekLost = true;
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}
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}
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bodyMotor.velocity = velocity;
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}
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}
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private void DoStompExplosionAuthority()
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{
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if ((bool)body)
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{
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Inventory inventory = body.inventory;
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if (((!inventory || inventory.GetItemCount(RoR2Content.Items.FallBoots) != 0) ? 1 : 0) > (false ? 1 : 0))
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{
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bodyMotor.velocity = Vector3.zero;
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float num = Mathf.Max(0f, initialY - body.footPosition.y);
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if (num > 0f)
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{
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float t = Mathf.InverseLerp(0f, maxDistance, num);
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float num2 = Mathf.Lerp(minimumDamageCoefficient, maximumDamageCoefficient, t);
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float num3 = Mathf.Lerp(minimumRadius, maximumRadius, t);
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BlastAttack obj = new BlastAttack
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{
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attacker = body.gameObject,
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inflictor = body.gameObject
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};
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obj.teamIndex = TeamComponent.GetObjectTeam(obj.attacker);
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obj.position = body.footPosition;
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obj.procCoefficient = 1f;
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obj.radius = num3;
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obj.baseForce = 200f * num2;
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obj.bonusForce = Vector3.up * 2000f;
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obj.baseDamage = body.damage * num2;
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obj.falloffModel = BlastAttack.FalloffModel.SweetSpot;
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obj.crit = Util.CheckRoll(body.crit, body.master);
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obj.damageColorIndex = DamageColorIndex.Item;
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obj.attackerFiltering = AttackerFiltering.NeverHitSelf;
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obj.Fire();
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EffectData effectData = new EffectData();
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effectData.origin = body.footPosition;
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effectData.scale = num3;
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EffectManager.SpawnEffect(LegacyResourcesAPI.Load<GameObject>("Prefabs/Effects/ImpactEffects/BootShockwave"), effectData, transmit: true);
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}
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}
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}
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SetOnHitGroundProviderAuthority(null);
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outer.SetNextState(new HeadstompersCooldown());
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}
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}
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