r2mods/ilspy_dump/ror2_csproj/EntityStates.Railgunner.Weapon/BaseFireMine.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Railgunner.Weapon;
public class BaseFireMine : BaseState
{
[SerializeField]
public float baseDuration;
[SerializeField]
public float baseCrossfadeDuration;
[SerializeField]
public GameObject muzzleEffectPrefab;
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public string muzzleName;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float force;
[SerializeField]
public string enterSoundString;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
private float duration;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
float crossfadeDuration = baseCrossfadeDuration / attackSpeedStat;
Util.PlaySound(enterSoundString, base.gameObject);
Ray aimRay = GetAimRay();
StartAimMode(aimRay);
if ((bool)GetModelAnimator())
{
PlayCrossfade(animationLayerName, animationStateName, animationPlaybackRateParam, duration, crossfadeDuration);
}
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}