89 lines
2.2 KiB
C#
89 lines
2.2 KiB
C#
|
using RoR2;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace EntityStates.Drone.DroneWeapon;
|
||
|
|
||
|
public class FireTurret : BaseState
|
||
|
{
|
||
|
public static GameObject effectPrefab;
|
||
|
|
||
|
public static GameObject hitEffectPrefab;
|
||
|
|
||
|
public static GameObject tracerEffectPrefab;
|
||
|
|
||
|
public static string attackSoundString;
|
||
|
|
||
|
public static float damageCoefficient;
|
||
|
|
||
|
public static float force;
|
||
|
|
||
|
public static float minSpread;
|
||
|
|
||
|
public static float maxSpread;
|
||
|
|
||
|
public static int bulletCount;
|
||
|
|
||
|
public static float durationBetweenShots = 1f;
|
||
|
|
||
|
public static float baseDuration = 2f;
|
||
|
|
||
|
public int bulletCountCurrent = 1;
|
||
|
|
||
|
private float duration = 2f;
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
base.OnEnter();
|
||
|
duration = baseDuration / attackSpeedStat;
|
||
|
string muzzleName = "Muzzle";
|
||
|
Util.PlaySound(attackSoundString, base.gameObject);
|
||
|
if ((bool)effectPrefab)
|
||
|
{
|
||
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
|
||
|
}
|
||
|
if (base.isAuthority)
|
||
|
{
|
||
|
Ray aimRay = GetAimRay();
|
||
|
BulletAttack bulletAttack = new BulletAttack();
|
||
|
bulletAttack.owner = base.gameObject;
|
||
|
bulletAttack.weapon = base.gameObject;
|
||
|
bulletAttack.origin = aimRay.origin;
|
||
|
bulletAttack.aimVector = aimRay.direction;
|
||
|
bulletAttack.minSpread = minSpread;
|
||
|
bulletAttack.maxSpread = maxSpread;
|
||
|
bulletAttack.damage = damageCoefficient * damageStat;
|
||
|
bulletAttack.force = force;
|
||
|
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
|
||
|
bulletAttack.muzzleName = muzzleName;
|
||
|
bulletAttack.hitEffectPrefab = hitEffectPrefab;
|
||
|
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
|
||
|
bulletAttack.Fire();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void OnExit()
|
||
|
{
|
||
|
base.OnExit();
|
||
|
}
|
||
|
|
||
|
public override void FixedUpdate()
|
||
|
{
|
||
|
base.FixedUpdate();
|
||
|
if (base.fixedAge >= durationBetweenShots / attackSpeedStat && bulletCountCurrent < bulletCount && base.isAuthority)
|
||
|
{
|
||
|
FireTurret fireTurret = new FireTurret();
|
||
|
fireTurret.bulletCountCurrent = bulletCountCurrent + 1;
|
||
|
outer.SetNextState(fireTurret);
|
||
|
}
|
||
|
else if (base.fixedAge >= duration && bulletCountCurrent >= bulletCount && base.isAuthority)
|
||
|
{
|
||
|
outer.SetNextStateToMain();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override InterruptPriority GetMinimumInterruptPriority()
|
||
|
{
|
||
|
return InterruptPriority.Skill;
|
||
|
}
|
||
|
}
|