r2mods/ilspy_dump/ror2_csproj/EntityStates.Huntress/BackflipState.cs

160 lines
4.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
using RoR2;
using RoR2.Orbs;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Huntress;
public class BackflipState : BaseState
{
public static float duration = 0.9f;
public static float initialSpeedCoefficient;
public static float finalSpeedCoefficient;
public static string dodgeSoundString;
public static float dodgeFOV;
public static float orbDamageCoefficient;
public static float orbRange;
public static int orbCountMax;
public static float orbPrefireDuration;
public static float orbFrequency;
public static float orbProcCoefficient;
public static string muzzleString;
public static float smallHopStrength;
public static GameObject muzzleflashEffectPrefab;
private ChildLocator childLocator;
private float stopwatch;
private float orbStopwatch;
private Vector3 forwardDirection;
private Animator animator;
private int orbCount;
private static int BackflipStateHash = Animator.StringToHash("Backflip");
private static int BackflipParamHash = Animator.StringToHash("Backflip.playbackRate");
private static int FireSeekingArrowStateHash = Animator.StringToHash("FireSeekingArrow");
public override void OnEnter()
{
base.OnEnter();
Transform modelTransform = GetModelTransform();
childLocator = modelTransform.GetComponent<ChildLocator>();
base.characterMotor.velocity.y = Mathf.Max(base.characterMotor.velocity.y, 0f);
animator = GetModelAnimator();
Util.PlaySound(dodgeSoundString, base.gameObject);
orbStopwatch = 0f - orbPrefireDuration;
if ((bool)base.characterMotor && smallHopStrength != 0f)
{
base.characterMotor.velocity.y = smallHopStrength;
}
if (base.isAuthority && (bool)base.inputBank)
{
forwardDirection = -Vector3.ProjectOnPlane(base.inputBank.aimDirection, Vector3.up);
}
base.characterDirection.moveVector = -forwardDirection;
PlayAnimation("FullBody, Override", BackflipStateHash, BackflipParamHash, duration);
}
public override void FixedUpdate()
{
base.FixedUpdate();
float deltaTime = GetDeltaTime();
stopwatch += deltaTime;
orbStopwatch += deltaTime;
if ((bool)base.cameraTargetParams)
{
base.cameraTargetParams.fovOverride = Mathf.Lerp(dodgeFOV, 60f, stopwatch / duration);
}
if ((bool)base.characterMotor && (bool)base.characterDirection)
{
Vector3 velocity = base.characterMotor.velocity;
Vector3 velocity2 = forwardDirection * (moveSpeedStat * Mathf.Lerp(initialSpeedCoefficient, finalSpeedCoefficient, stopwatch / duration));
base.characterMotor.velocity = velocity2;
base.characterMotor.velocity.y = velocity.y;
base.characterMotor.moveDirection = forwardDirection;
}
if (orbStopwatch >= 1f / orbFrequency / attackSpeedStat && orbCount < orbCountMax)
{
orbStopwatch -= 1f / orbFrequency / attackSpeedStat;
FireOrbArrow();
}
if (stopwatch >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
private void FireOrbArrow()
{
if (NetworkServer.active)
{
orbCount++;
HuntressArrowOrb huntressArrowOrb = new HuntressArrowOrb();
huntressArrowOrb.damageValue = base.characterBody.damage * orbDamageCoefficient;
huntressArrowOrb.isCrit = Util.CheckRoll(base.characterBody.crit, base.characterBody.master);
huntressArrowOrb.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
huntressArrowOrb.attacker = base.gameObject;
huntressArrowOrb.damageColorIndex = DamageColorIndex.Poison;
huntressArrowOrb.procChainMask.AddProc(ProcType.HealOnHit);
huntressArrowOrb.procCoefficient = orbProcCoefficient;
Ray aimRay = GetAimRay();
BullseyeSearch bullseyeSearch = new BullseyeSearch();
bullseyeSearch.searchOrigin = aimRay.origin;
bullseyeSearch.searchDirection = aimRay.direction;
bullseyeSearch.maxDistanceFilter = orbRange;
bullseyeSearch.teamMaskFilter = TeamMask.allButNeutral;
bullseyeSearch.teamMaskFilter.RemoveTeam(huntressArrowOrb.teamIndex);
bullseyeSearch.sortMode = BullseyeSearch.SortMode.Distance;
bullseyeSearch.RefreshCandidates();
List<HurtBox> list = bullseyeSearch.GetResults().ToList();
HurtBox hurtBox = ((list.Count > 0) ? list[Random.Range(0, list.Count)] : null);
if ((bool)hurtBox)
{
Transform transform = childLocator.FindChild(muzzleString).transform;
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: true);
huntressArrowOrb.origin = transform.position;
huntressArrowOrb.target = hurtBox;
PlayAnimation("Gesture, Override", FireSeekingArrowStateHash);
PlayAnimation("Gesture, Additive", FireSeekingArrowStateHash);
OrbManager.instance.AddOrb(huntressArrowOrb);
}
}
}
public override void OnExit()
{
base.OnExit();
if ((bool)base.cameraTargetParams)
{
base.cameraTargetParams.fovOverride = -1f;
}
int layerIndex = animator.GetLayerIndex("Impact");
if (layerIndex >= 0)
{
animator.SetLayerWeight(layerIndex, 1.5f);
animator.PlayInFixedTime("LightImpact", layerIndex, 0f);
}
}
}