Files
Cielonos/Assets/Scripts/MainGame/Items/MainWeapons/FutureWand/FutureWand_AnimationCallbacks.cs
SoulliesOfficial 39b43680a9 爆更
2026-07-18 03:16:20 -04:00

148 lines
5.5 KiB
C#

using System.Collections.Generic;
using Cielonos.MainGame.Characters;
using SLSUtilities.FunctionalAnimation;
using SLSUtilities.General;
using SLSUtilities.WwiseAssistance;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public partial class FutureWand
{
private VFXObject _spinAreaChargeVFX;
private uint _chargePlayID;
private void FAPF_GenerateLightning(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
List<Enemy> targets = CombatManager.EnemySm.Query(25f).From(player.transform).Candidates();
if (targets.Count > 0)
{
foreach (Enemy target in targets)
{
GenerateLightning(p.str0, attackData[p.str1], target);
}
}
else
{
GenerateLightning(p.str0, attackData[p.str1], null, player.transform.position + player.transform.forward * 10f);
}
}
private void FAPF_GenerateTornado(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
GenerateTornado(p.str0, attackData[p.str1], PrimaryTarget, 25f);
}
private void FAPF_GenerateBoltOnWand(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
GenerateProjectile(p.str0, attackData[p.str1], PrimaryTarget);
}
private void FAPF_GenerateBoltOnHand(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
GenerateProjectile(p.str0, attackData[p.str1], PrimaryTarget, true, player.bodyPartsSc.leftHand);
}
private void FAPF_GenerateUltimateBeam(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
GenerateUltimateBeam(p.str0, attackData[p.str1]);
}
private void FAPF_GenerateGroundArea(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
GenerateGroundArea(p.str0, attackData[p.str1]);
}
private void FAPF_GenerateWandMuzzle(RuntimeFuncAnim rtFuncAnim)
{
vfxData.SpawnMuzzleVFX("SpinAreaCharge", player, Muzzle);
}
private void FAPF_GenerateSpinAreaCharge(RuntimeFuncAnim rtFuncAnim)
{
StopSpinAreaCharge(true);
_spinAreaChargeVFX = vfxData.SpawnVFX("SpinAreaCharge", player).GetComponent<VFXObject>();
ParticleSystem coreParticle = _spinAreaChargeVFX?.parts["Core"].GetComponent<ParticleSystem>();
if (coreParticle != null)
{
var main = coreParticle.main;
main.startSize = 0.5f;
_chargePlayID = AudioManager.Post(AK.EVENTS.FUTUREWAND_SPINAREACHARGE, coreParticle.gameObject);
}
}
private void FAPF_RemoveSpinAreaCharge(RuntimeFuncAnim rtFuncAnim)
{
StopSpinAreaCharge();
}
private void StopSpinAreaCharge(bool resetUpgradeCount = false)
{
if (_spinAreaChargeVFX != null)
{
_spinAreaChargeVFX.StopAndDespawn();
_spinAreaChargeVFX = null;
}
if(_chargePlayID != AkUnitySoundEngine.AK_INVALID_PLAYING_ID)
{
AudioManager.Stop(_chargePlayID, 0.5f);
_chargePlayID = AkUnitySoundEngine.AK_INVALID_PLAYING_ID;
}
if (resetUpgradeCount)
{
_spinAreaUpgradeCount = 0;
}
}
private void FAPF_UpgradeSpinArea(RuntimeFuncAnim rtFuncAnim)
{
ParticleSystem coreParticle = _spinAreaChargeVFX?.parts["Core"].GetComponent<ParticleSystem>();
if (coreParticle != null)
{
var main = coreParticle.main;
if (_spinAreaUpgradeCount < 2)
{
_spinAreaUpgradeCount++;
main.startSize = 0.5f + _spinAreaUpgradeCount * 1f;
AudioManager.Post(AK.EVENTS.FUTUREWAND_SPINAREAUPGRADE, coreParticle.gameObject);
}
}
}
private void FAPF_GenerateSpinArea(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
StopSpinAreaCharge();
GenerateSpinArea(p.str0, attackData[p.str1]);
}
private void FAPF_GenerateMultipleBolts(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringStringInt p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringInt>();
List<Enemy> targets = _hasCubicScatterIndexer ? GetCubicScatterIndexerTargets(p.int0) : GetCurrentTargets(p.int0);
vfxData.SpawnMuzzleVFX(p.str0, player, Muzzle);
if (targets.Count > 0)
{
foreach (Enemy target in targets)
{
GenerateProjectile(p.str0, attackData[p.str1], target, false);
}
}
else
{
GenerateProjectile(p.str0, attackData[p.str1], null, false);
}
}
}
}