r2mods/ilspy_dump/ror2_csproj/EntityStates.Drone.DroneWeapon/FireMegaTurret.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.Drone.DroneWeapon;
public class FireMegaTurret : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static string attackSoundString;
public static float attackSoundPlaybackCoefficient;
public static float damageCoefficient;
public static float force;
public static float minSpread;
public static float maxSpread;
public static int maxBulletCount;
public static float baseTotalDuration;
private Transform modelTransform;
private ChildLocator childLocator;
private float fireStopwatch;
private float stopwatch;
private float durationBetweenShots;
private float totalDuration;
private int bulletCount;
private static int FireGatStateHash = Animator.StringToHash("FireGat");
public override void OnEnter()
{
base.OnEnter();
fireStopwatch = 0f;
totalDuration = baseTotalDuration / attackSpeedStat;
durationBetweenShots = totalDuration / (float)maxBulletCount;
GetAimRay();
Transform transform = GetModelTransform();
if ((bool)transform)
{
childLocator = transform.GetComponent<ChildLocator>();
}
}
private void FireBullet(string muzzleString)
{
Ray aimRay = GetAimRay();
_ = aimRay.origin;
Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPlaybackCoefficient);
PlayAnimation("Gesture, Additive", FireGatStateHash);
if ((bool)childLocator)
{
Transform transform = childLocator.FindChild(muzzleString);
if ((bool)transform)
{
_ = transform.position;
}
}
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleString, transmit: false);
}
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = minSpread;
bulletAttack.maxSpread = maxSpread;
bulletAttack.damage = damageCoefficient * damageStat;
bulletAttack.force = force;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = muzzleString;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.Fire();
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
float deltaTime = GetDeltaTime();
fireStopwatch += deltaTime;
stopwatch += deltaTime;
if (fireStopwatch >= durationBetweenShots)
{
bulletCount++;
fireStopwatch -= durationBetweenShots;
FireBullet((bulletCount % 2 == 0) ? "GatLeft" : "GatRight");
}
if (stopwatch >= totalDuration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}