51 lines
1.1 KiB
C#
51 lines
1.1 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Commando.CommandoWeapon;
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public class PrepBarrage : BaseState
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{
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public static float baseDuration = 3f;
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public static string prepBarrageSoundString;
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private float duration;
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private Animator modelAnimator;
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private static int PrepBarrageStateHash = Animator.StringToHash("PrepBarrage");
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private static int PrepBarrageParamHash = Animator.StringToHash("PrepBarrage.playbackRate");
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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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modelAnimator = GetModelAnimator();
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if ((bool)modelAnimator)
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{
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PlayAnimation("Gesture", PrepBarrageStateHash, PrepBarrageParamHash, duration);
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}
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Util.PlaySound(prepBarrageSoundString, base.gameObject);
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(duration);
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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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FireBarrage nextState = new FireBarrage();
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outer.SetNextState(nextState);
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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}
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}
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