r2mods/ilspy_dump/ror2_csproj/EntityStates.BrotherMonster/FistSlam.cs

156 lines
4.6 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.BrotherMonster;
public class FistSlam : BaseState
{
public static float baseDuration = 3.5f;
public static float damageCoefficient = 4f;
public static float forceMagnitude = 16f;
public static float upwardForce;
public static float radius = 3f;
public static string attackSoundString;
public static string muzzleString;
public static float healthCostFraction;
public static GameObject chargeEffectPrefab;
public static GameObject slamImpactEffect;
public static GameObject waveProjectilePrefab;
public static int waveProjectileCount;
public static float waveProjectileDamageCoefficient;
public static float waveProjectileForce;
private BlastAttack attack;
private Animator modelAnimator;
private Transform modelTransform;
private bool hasAttacked;
private float duration;
private GameObject chargeInstance;
private static int BufferEmptyStateHash = Animator.StringToHash("BufferEmpty");
public override void OnEnter()
{
base.OnEnter();
modelAnimator = GetModelAnimator();
modelTransform = GetModelTransform();
duration = baseDuration / attackSpeedStat;
Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSpeedStat);
PlayCrossfade("FullBody Override", "FistSlam", "FistSlam.playbackRate", duration, 0.1f);
if ((bool)base.characterDirection)
{
base.characterDirection.moveVector = base.characterDirection.forward;
}
if ((bool)modelTransform)
{
AimAnimator component = modelTransform.GetComponent<AimAnimator>();
if ((bool)component)
{
component.enabled = true;
}
}
Transform transform = FindModelChild("MuzzleRight");
if ((bool)transform && (bool)chargeEffectPrefab)
{
chargeInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
chargeInstance.transform.parent = transform;
ScaleParticleSystemDuration component2 = chargeInstance.GetComponent<ScaleParticleSystemDuration>();
if ((bool)component2)
{
component2.newDuration = duration / 2.8f;
}
}
}
public override void OnExit()
{
if ((bool)chargeInstance)
{
EntityState.Destroy(chargeInstance);
}
PlayAnimation("FullBody Override", BufferEmptyStateHash);
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if ((bool)modelAnimator && modelAnimator.GetFloat("fist.hitBoxActive") > 0.5f && !hasAttacked)
{
if ((bool)chargeInstance)
{
EntityState.Destroy(chargeInstance);
}
EffectManager.SimpleMuzzleFlash(slamImpactEffect, base.gameObject, muzzleString, transmit: false);
if (NetworkServer.active && (bool)base.healthComponent)
{
DamageInfo damageInfo = new DamageInfo();
damageInfo.damage = base.healthComponent.combinedHealth * healthCostFraction;
damageInfo.position = base.characterBody.corePosition;
damageInfo.force = Vector3.zero;
damageInfo.damageColorIndex = DamageColorIndex.Default;
damageInfo.crit = false;
damageInfo.attacker = null;
damageInfo.inflictor = null;
damageInfo.damageType = DamageType.NonLethal | DamageType.BypassArmor;
damageInfo.procCoefficient = 0f;
damageInfo.procChainMask = default(ProcChainMask);
base.healthComponent.TakeDamage(damageInfo);
}
if (base.isAuthority)
{
if ((bool)modelTransform)
{
Transform transform = FindModelChild(muzzleString);
if ((bool)transform)
{
attack = new BlastAttack();
attack.attacker = base.gameObject;
attack.inflictor = base.gameObject;
attack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
attack.baseDamage = damageStat * damageCoefficient;
attack.baseForce = forceMagnitude;
attack.position = transform.position;
attack.radius = radius;
attack.bonusForce = new Vector3(0f, upwardForce, 0f);
attack.Fire();
}
}
float num = 360f / (float)waveProjectileCount;
Vector3 vector = Vector3.ProjectOnPlane(base.inputBank.aimDirection, Vector3.up);
Vector3 footPosition = base.characterBody.footPosition;
for (int i = 0; i < waveProjectileCount; i++)
{
Vector3 forward = Quaternion.AngleAxis(num * (float)i, Vector3.up) * vector;
ProjectileManager.instance.FireProjectile(waveProjectilePrefab, footPosition, Util.QuaternionSafeLookRotation(forward), base.gameObject, base.characterBody.damage * waveProjectileDamageCoefficient, waveProjectileForce, Util.CheckRoll(base.characterBody.crit, base.characterBody.master));
}
}
hasAttacked = true;
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
}