r2mods/ilspy_dump/ror2_csproj/EntityStates.ScavMonster/ThrowSack.cs

99 lines
2.7 KiB
C#
Raw Permalink Normal View History

2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.ScavMonster;
public class ThrowSack : SackBaseState
{
public static float baseDuration;
public static string sound;
public static GameObject effectPrefab;
public static GameObject projectilePrefab;
public static float damageCoefficient;
public static float force;
public static float minSpread;
public static float maxSpread;
public static string attackSoundString;
public static float projectileVelocity;
public static float minimumDistance;
public static float timeToTarget = 3f;
public static int projectileCount;
private float duration;
private static int ThrowSackStateHash = Animator.StringToHash("ThrowSack");
private static int ThrowSackParamHash = Animator.StringToHash("ThrowSack.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
Util.PlayAttackSpeedSound(sound, base.gameObject, attackSpeedStat);
PlayAnimation("Body", ThrowSackStateHash, ThrowSackParamHash, duration);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, SackBaseState.muzzleName, transmit: false);
}
Fire();
}
private void Fire()
{
Ray aimRay = GetAimRay();
Ray ray = aimRay;
Ray ray2 = aimRay;
Vector3 point = aimRay.GetPoint(minimumDistance);
bool flag = false;
if (Util.CharacterRaycast(base.gameObject, ray, out var hitInfo, 500f, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore))
{
point = hitInfo.point;
flag = true;
}
float magnitude = projectileVelocity;
if (flag)
{
Vector3 vector = point - ray2.origin;
Vector2 vector2 = new Vector2(vector.x, vector.z);
float magnitude2 = vector2.magnitude;
Vector2 vector3 = vector2 / magnitude2;
if (magnitude2 < minimumDistance)
{
magnitude2 = minimumDistance;
}
float y = Trajectory.CalculateInitialYSpeed(timeToTarget, vector.y);
float num = magnitude2 / timeToTarget;
Vector3 direction = new Vector3(vector3.x * num, y, vector3.y * num);
magnitude = direction.magnitude;
ray2.direction = direction;
}
for (int i = 0; i < projectileCount; i++)
{
Quaternion rotation = Util.QuaternionSafeLookRotation(Util.ApplySpread(ray2.direction, minSpread, maxSpread, 1f, 1f));
ProjectileManager.instance.FireProjectile(projectilePrefab, ray2.origin, rotation, base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, magnitude);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
}