r2mods/ilspy_dump/ror2_csproj/EntityStates.Toolbot/NailgunFinalBurst.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.Toolbot;
public class NailgunFinalBurst : BaseNailgunState
{
public static int finalBurstBulletCount = 8;
public static float burstTimeCostCoefficient = 1.2f;
public static string burstSound;
public static float selfForce = 1000f;
private static int FireGrenadeLauncherStateHash = Animator.StringToHash("FireGrenadeLauncher");
private static int FireGrenadeLauncherParamHash = Animator.StringToHash("FireGrenadeLauncher.playbackRate");
protected override float GetBaseDuration()
{
return (float)finalBurstBulletCount * FireNailgun.baseRefireInterval * burstTimeCostCoefficient;
}
public override void OnEnter()
{
base.OnEnter();
if ((bool)base.characterBody)
{
base.characterBody.SetSpreadBloom(1f, canOnlyIncreaseBloom: false);
}
if (!base.characterBody.HasBuff(DLC2Content.Buffs.DisableAllSkills.buffIndex))
{
Ray ray = GetAimRay();
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, BaseNailgunState.maxDistance, base.gameObject);
FireBullet(GetAimRay(), finalBurstBulletCount, BaseNailgunState.spreadPitchScale, BaseNailgunState.spreadYawScale);
if (!base.isInDualWield)
{
PlayAnimation("Gesture, Additive", FireGrenadeLauncherStateHash, FireGrenadeLauncherParamHash, 0.45f / attackSpeedStat);
}
else
{
BaseToolbotPrimarySkillStateMethods.PlayGenericFireAnim(this, base.gameObject, base.skillLocator, 0.45f / attackSpeedStat);
}
Util.PlaySound(burstSound, base.gameObject);
if (base.isAuthority)
{
float num = selfForce * (base.characterMotor.isGrounded ? 0.5f : 1f) * base.characterMotor.mass;
base.characterMotor.ApplyForce(ray.direction * (0f - num));
}
Util.PlaySound(BaseNailgunState.fireSoundString, base.gameObject);
Util.PlaySound(BaseNailgunState.fireSoundString, base.gameObject);
Util.PlaySound(BaseNailgunState.fireSoundString, base.gameObject);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}