r2mods/ilspy_dump/ror2_csproj/EntityStates.ImpMonster/ChargeSpines.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.ImpMonster;
public class ChargeSpines : BaseState
{
public static float baseDuration = 1f;
public static GameObject effectPrefab;
private float duration;
private GameObject chargeEffect;
private EffectManagerHelper _emh_chargeEffect;
private static int ChargeSpinesStateHash = Animator.StringToHash("ChargeSpines");
private static int ChargeSpinesParamHash = Animator.StringToHash("ChargeSpines.playbackRate");
public override void Reset()
{
base.Reset();
duration = 0f;
chargeEffect = null;
_emh_chargeEffect = null;
}
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild("MuzzleMouth");
if ((bool)transform && (bool)effectPrefab)
{
if (!EffectManager.ShouldUsePooledEffect(effectPrefab))
{
chargeEffect = Object.Instantiate(effectPrefab, transform.position, transform.rotation);
}
else
{
_emh_chargeEffect = EffectManager.GetAndActivatePooledEffect(effectPrefab, transform.position, transform.rotation);
chargeEffect = _emh_chargeEffect.gameObject;
}
chargeEffect.transform.parent = transform;
}
}
}
PlayAnimation("Gesture", ChargeSpinesStateHash, ChargeSpinesParamHash, duration);
}
public override void OnExit()
{
base.OnExit();
if ((bool)chargeEffect)
{
if (_emh_chargeEffect != null && _emh_chargeEffect.OwningPool != null)
{
_emh_chargeEffect.OwningPool.ReturnObject(_emh_chargeEffect);
}
else
{
EntityState.Destroy(chargeEffect);
}
_emh_chargeEffect = null;
chargeEffect = null;
}
}
public override void Update()
{
base.Update();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
FireSpines nextState = new FireSpines();
outer.SetNextState(nextState);
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}