r2mods/ilspy_dump/ror2_csproj/EntityStates.GlobalSkills.W.../WoundSlash.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.GlobalSkills.WoundSlash;
public class WoundSlash : BaseSkillState
{
public static float blastRadius;
public static float blastDamageCoefficient;
public static float blastForce;
public static float blastProcCoefficient;
public static GameObject blastImpactEffectPrefab;
public static GameObject slashEffectPrefab;
public static float slashEffectOffset;
public static float baseDuration;
public static string soundString;
public static float shortHopVelocity;
private float duration => baseDuration / attackSpeedStat;
public override void OnEnter()
{
base.OnEnter();
Ray aimRay = GetAimRay();
Vector3 vector = base.characterBody.corePosition + aimRay.direction * slashEffectOffset;
Util.PlaySound(soundString, base.gameObject);
EffectData effectData = new EffectData
{
origin = vector,
rotation = Util.QuaternionSafeLookRotation(aimRay.direction)
};
EffectManager.SpawnEffect(slashEffectPrefab, effectData, transmit: true);
if (NetworkServer.active)
{
BlastAttack blastAttack = new BlastAttack();
blastAttack.attacker = base.gameObject;
blastAttack.baseDamage = blastDamageCoefficient * damageStat;
blastAttack.baseForce = blastForce;
blastAttack.attackerFiltering = AttackerFiltering.NeverHitSelf;
blastAttack.crit = RollCrit();
blastAttack.damageType = DamageType.Generic;
blastAttack.falloffModel = BlastAttack.FalloffModel.None;
blastAttack.inflictor = base.gameObject;
blastAttack.position = vector;
blastAttack.procChainMask = default(ProcChainMask);
blastAttack.procCoefficient = blastProcCoefficient;
blastAttack.radius = blastRadius;
blastAttack.teamIndex = base.teamComponent.teamIndex;
blastAttack.impactEffect = EffectCatalog.FindEffectIndexFromPrefab(blastImpactEffectPrefab);
blastAttack.Fire();
}
if (base.isAuthority && (bool)base.characterMotor)
{
base.characterMotor.velocity.y = Mathf.Max(base.characterMotor.velocity.y, shortHopVelocity);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Pain;
}
}