56 lines
1.3 KiB
C#
56 lines
1.3 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.ClayBruiser.Weapon;
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public class MinigunSpinUp : MinigunState
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{
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public static float baseDuration;
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public static string sound;
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public static GameObject chargeEffectPrefab;
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private GameObject chargeInstance;
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private float duration;
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private static int WeaponIsReadyParamHash = Animator.StringToHash("WeaponIsReady");
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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Util.PlaySound(sound, base.gameObject);
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GetModelAnimator().SetBool(WeaponIsReadyParamHash, value: true);
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if ((bool)muzzleTransform && (bool)chargeEffectPrefab)
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{
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chargeInstance = Object.Instantiate(chargeEffectPrefab, muzzleTransform.position, muzzleTransform.rotation);
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chargeInstance.transform.parent = muzzleTransform;
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ScaleParticleSystemDuration component = chargeInstance.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component)
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{
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component.newDuration = duration;
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}
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}
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextState(new MinigunFire());
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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if ((bool)chargeInstance)
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{
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EntityState.Destroy(chargeInstance);
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}
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}
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}
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