r2mods/ilspy_dump/ror2_csproj/EntityStates/FrozenState.cs

99 lines
2.4 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates;
public class FrozenState : BaseState
{
private float duration;
private Animator modelAnimator;
private TemporaryOverlayInstance temporaryOverlay;
public float freezeDuration = 0.35f;
public static GameObject frozenEffectPrefab;
public static GameObject executeEffectPrefab;
public override void OnEnter()
{
base.OnEnter();
if ((bool)base.sfxLocator && base.sfxLocator.barkSound != "")
{
Util.PlaySound(base.sfxLocator.barkSound, base.gameObject);
}
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
CharacterModel component = modelTransform.GetComponent<CharacterModel>();
if ((bool)component)
{
temporaryOverlay = TemporaryOverlayManager.AddOverlay(base.gameObject);
temporaryOverlay.duration = freezeDuration;
temporaryOverlay.originalMaterial = LegacyResourcesAPI.Load<Material>("Materials/matIsFrozen");
temporaryOverlay.AddToCharacterModel(component);
}
}
modelAnimator = GetModelAnimator();
if ((bool)modelAnimator)
{
modelAnimator.enabled = false;
duration = freezeDuration;
EffectManager.SpawnEffect(frozenEffectPrefab, new EffectData
{
origin = base.characterBody.corePosition,
scale = (base.characterBody ? base.characterBody.radius : 1f)
}, transmit: false);
}
if ((bool)base.rigidbody && !base.rigidbody.isKinematic)
{
base.rigidbody.velocity = Vector3.zero;
if ((bool)base.rigidbodyMotor)
{
base.rigidbodyMotor.moveVector = Vector3.zero;
}
}
base.healthComponent.isInFrozenState = true;
if ((bool)base.characterDirection)
{
base.characterDirection.moveVector = base.characterDirection.forward;
}
}
public override void OnExit()
{
if ((bool)modelAnimator)
{
modelAnimator.enabled = true;
}
if (temporaryOverlay != null)
{
temporaryOverlay.Destroy();
temporaryOverlay = null;
}
EffectManager.SpawnEffect(frozenEffectPrefab, new EffectData
{
origin = base.characterBody.corePosition,
scale = (base.characterBody ? base.characterBody.radius : 1f)
}, transmit: false);
base.healthComponent.isInFrozenState = false;
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Frozen;
}
}