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HornetPickupPoint.cs
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HornetPickupPoint.cs
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using GlobalEnums;
using System;
using System.Reflection;
using UnityEngine;
using Logger = Modding.Logger;
using SFCore.Utils;
namespace TestOfTeamwork.MonoBehaviours
{
public class HornetPickupPoint : MonoBehaviour
{
private static bool _moving = false;
public Vector2[] points;
public float speed = 0;
public float secondsDelayBeforeInputAccepting = 0;
private float _currentSecondsDelayBeforeInputAccepting;
private bool _running;
private HeroController _heroController;
private Rigidbody2D _heroRb2d;
private Vector2 _heroGoPos;
private int _checkPointIndex;
private MethodInfo _heroResetAttacksFunction = typeof(HeroController).GetMethod("ResetAttacks", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
private void Start()
{
if (!PlayerData.instance.GetBool("SFGrenadeTestOfTeamworkHornetCompanion"))
{
gameObject.SetActive(false);
}
else
{
_running = false;
}
}
public void OnEnable()
{
if (!PlayerData.instance.GetBool("SFGrenadeTestOfTeamworkHornetCompanion"))
{
gameObject.SetActive(false);
}
else
{
_running = false;
}
}
public void OnTriggerEnter2D(Collider2D otherCollider)
{
if (points.Length <= 0 || speed == 0 || _moving || _running)
return;
if (otherCollider.gameObject.name == "Knight")
{
//HeroController.instance.StartCoroutine(coroutine = MoveKnight());
#region IEnumerator Start
_moving = true;
_running = true;
//Log("Moving the Knight");
_checkPointIndex = 0;
_heroController = HeroController.instance;
_heroRb2d = _heroController.GetComponent<Rigidbody2D>();
// Cancel stuff
// Spells
if (_heroController.spellControl.ActiveStateName.Contains("Quake"))
{
PlayMakerFSM.BroadcastEvent("QUAKE FALL END");
_heroController.spellControl.SetState("Quake Finish");
}
Transform spellsTransform = _heroController.transform.Find("Spells");
for (int child = 0; child < spellsTransform.childCount; child++)
{
spellsTransform.GetChild(child).gameObject.SetActive(false);
}
// Nail Arts
_heroController.EndCyclone();
var nailArtFsm = _heroController.gameObject.LocateMyFSM("Nail Arts");
nailArtFsm.SendEvent("END");
nailArtFsm.SendEvent("FINISHED");
try { _heroController.transform.Find("Great Slash").gameObject.SetActive(false); }
catch (Exception)
{ }
try { _heroController.transform.Find("Cyclone Slash").gameObject.SetActive(false); }
catch (Exception)
{ }
try { _heroController.transform.Find("Dash Slash").gameObject.SetActive(false); }
catch (Exception)
{ }
// Other stuff
_heroController.CancelSuperDash();
typeof(HeroController).GetMethod("CancelJump", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelDoubleJump", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelDash", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelWallsliding", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelBackDash", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelDownAttack", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelAttack", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelBounce", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelRecoilHorizontal", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("CancelDamageRecoil", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
_heroResetAttacksFunction?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("ResetAttacksDash", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
typeof(HeroController).GetMethod("ResetLook", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(_heroController, null);
// Animation
var hac = _heroController.GetAttr<HeroController, HeroAnimationController>("animCtrl");
typeof(HeroAnimationController).GetMethod("Play", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(hac, new object[] { "Airborne" });
// Now we can do stuff
_heroController.IgnoreInputWithoutReset();
_heroController.ResetHardLandingTimer();
_heroController.hero_state = ActorStates.airborne;
_heroController.hero_state = ActorStates.no_input;
_heroController.AffectedByGravity(false);
_heroGoPos = gameObject.transform.position;
_currentSecondsDelayBeforeInputAccepting = 0;
#endregion
}
}
private void FixedUpdate()
{
if (!_running) return;
if (_checkPointIndex < points.Length)
{
Vector2 heroPos = _heroController.transform.position;
Vector2 distance = points[_checkPointIndex] + _heroGoPos - heroPos;
if (distance.magnitude <= 0.5)
{
//Log("Passed Waypoint " + checkPointIndex);
_checkPointIndex++;
}
distance.Normalize();
distance.Scale(new Vector2(speed, speed));
_heroController.cState.falling = false;
_heroResetAttacksFunction?.Invoke(_heroController, null);
_heroRb2d.velocity = distance;
_heroController.current_velocity = distance;
}
else
{
_heroController.cState.falling = true;
_heroController.cState.doubleJumping = false;
_heroController.cState.dashing = false;
_heroController.cState.backDashing = false;
_heroController.cState.preventDash = false;
_heroController.SetAttr("doubleJump_steps", 0);
_heroController.SetAttr("dash_timer", 0.0f);
_heroController.SetAttr("airDashed", false);
_heroController.SetAttr("doubleJumped", false);
_heroController.hero_state = ActorStates.airborne;
_heroController.AffectedByGravity(true);
if (_currentSecondsDelayBeforeInputAccepting < secondsDelayBeforeInputAccepting)
{
_currentSecondsDelayBeforeInputAccepting += Time.fixedDeltaTime;
}
else
{
_running = false;
_moving = false;
_heroController.AcceptInput();
}
}
}
private void Log(string message)
{
Logger.Log($"[{GetType().FullName?.Replace(".", "]:[")}] - {message}");
}
private void Log(object message)
{
Logger.Log($"[{GetType().FullName?.Replace(".", "]:[")}] - {message}");
}
}
}