85 lines
1.9 KiB
C#
85 lines
1.9 KiB
C#
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using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Railgunner.Weapon;
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public class BaseFireMine : BaseState
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{
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public float baseCrossfadeDuration;
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[SerializeField]
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public GameObject muzzleEffectPrefab;
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public string muzzleName;
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float force;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateParam;
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private float duration;
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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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float crossfadeDuration = baseCrossfadeDuration / attackSpeedStat;
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Util.PlaySound(enterSoundString, base.gameObject);
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Ray aimRay = GetAimRay();
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StartAimMode(aimRay);
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if ((bool)GetModelAnimator())
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{
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PlayCrossfade(animationLayerName, animationStateName, animationPlaybackRateParam, duration, crossfadeDuration);
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}
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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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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}
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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.SetNextStateToMain();
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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.PrioritySkill;
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}
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}
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