114 lines
3.2 KiB
C#
114 lines
3.2 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.ClayGrenadier;
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public class ThrowBarrel : GenericProjectileBaseState
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{
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[SerializeField]
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public float aimCalculationRaycastDistance;
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[SerializeField]
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public string animationLayerName = "Body";
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[SerializeField]
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public string animationStateName = "FaceSlam";
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[SerializeField]
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public string playbackRateParam = "FaceSlam.playbackRate";
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[SerializeField]
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public int projectileCount;
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[SerializeField]
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public float projectilePitchBonusPerProjectile;
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[SerializeField]
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public float projectileYawBonusPerProjectile;
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[SerializeField]
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public GameObject chargeEffectPrefab;
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[SerializeField]
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public string chargeEffectMuzzleString;
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[SerializeField]
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public string enterSoundString;
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private GameObject chargeInstance;
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private int currentProjectileCount;
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protected override void PlayAnimation(float duration)
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{
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base.PlayAnimation(duration);
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PlayCrossfade(animationLayerName, animationStateName, playbackRateParam, duration, 0.2f);
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}
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public override void OnEnter()
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{
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base.OnEnter();
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Util.PlayAttackSpeedSound(enterSoundString, base.gameObject, attackSpeedStat);
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if ((bool)base.characterDirection)
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{
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base.characterDirection.moveVector = GetAimRay().direction;
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}
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base.characterBody.SetAimTimer(0f);
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Transform transform = FindModelChild(chargeEffectMuzzleString);
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if ((bool)transform && (bool)chargeEffectPrefab)
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{
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chargeInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
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chargeInstance.transform.parent = transform;
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ScaleParticleSystemDuration component = chargeInstance.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component)
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{
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component.newDuration = delayBeforeFiringProjectile;
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}
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}
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}
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protected override Ray ModifyProjectileAimRay(Ray aimRay)
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{
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RaycastHit hitInfo = default(RaycastHit);
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Ray ray = aimRay;
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float desiredForwardSpeed = projectilePrefab.GetComponent<ProjectileSimple>().desiredForwardSpeed;
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ray.origin = aimRay.origin;
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if (Util.CharacterRaycast(base.gameObject, ray, out hitInfo, float.PositiveInfinity, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore))
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{
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float num = desiredForwardSpeed;
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Vector3 vector = hitInfo.point - aimRay.origin;
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Vector2 vector2 = new Vector2(vector.x, vector.z);
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float magnitude = vector2.magnitude;
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float y = Trajectory.CalculateInitialYSpeed(magnitude / num, vector.y);
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Vector3 vector3 = new Vector3(vector2.x / magnitude * num, y, vector2.y / magnitude * num);
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desiredForwardSpeed = vector3.magnitude;
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aimRay.direction = vector3 / desiredForwardSpeed;
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}
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aimRay.direction = Util.ApplySpread(aimRay.direction, 0f, 0f, 1f, 1f, projectileYawBonusPerProjectile * (float)currentProjectileCount, projectilePitchBonusPerProjectile * (float)currentProjectileCount);
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return aimRay;
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}
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protected override void FireProjectile()
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{
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for (int i = 0; i < projectileCount; i++)
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{
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base.FireProjectile();
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currentProjectileCount++;
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}
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if ((bool)chargeInstance)
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{
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EntityState.Destroy(chargeInstance);
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}
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}
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public override void OnExit()
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{
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if ((bool)chargeInstance)
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{
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EntityState.Destroy(chargeInstance);
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}
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base.OnExit();
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}
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}
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