r2mods/ilspy_dump/ror2_csproj/EntityStates.CaptainSupplyDrop/ShockZoneMainState.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.CaptainSupplyDrop;
public class ShockZoneMainState : BaseMainState
{
public static GameObject shockEffectPrefab;
public static float shockRadius;
public static float shockDamageCoefficient;
public static float shockFrequency;
private float shockTimer;
protected override Interactability GetInteractability(Interactor activator)
{
return Interactability.Disabled;
}
public override void OnEnter()
{
base.OnEnter();
}
public override void FixedUpdate()
{
base.FixedUpdate();
shockTimer += GetDeltaTime();
if (shockTimer > 1f / shockFrequency)
{
shockTimer -= 1f / shockFrequency;
Shock();
}
}
private void Shock()
{
BlastAttack blastAttack = new BlastAttack();
blastAttack.radius = shockRadius;
blastAttack.baseDamage = 0f;
blastAttack.damageType = DamageType.Silent | DamageType.Shock5s;
blastAttack.falloffModel = BlastAttack.FalloffModel.None;
blastAttack.attacker = null;
blastAttack.teamIndex = teamFilter.teamIndex;
blastAttack.position = base.transform.position;
blastAttack.Fire();
if ((bool)shockEffectPrefab)
{
EffectManager.SpawnEffect(shockEffectPrefab, new EffectData
{
origin = base.transform.position,
scale = shockRadius
}, transmit: false);
}
}
public override void OnExit()
{
base.OnExit();
}
}