92 lines
2.6 KiB
C#
92 lines
2.6 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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using UnityEngine.Networking;
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namespace EntityStates.Treebot.Weapon;
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public class FireMortar2 : BaseState
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{
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public static float baseDuration;
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public static GameObject projectilePrefab;
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public static string fireSound;
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public static float maxDistance;
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public static float damageCoefficient;
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public static float force;
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public static string muzzleName;
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public static GameObject muzzleEffect;
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public static float healthCostFraction;
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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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EffectManager.SimpleMuzzleFlash(muzzleEffect, base.gameObject, muzzleName, transmit: false);
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Util.PlaySound(fireSound, base.gameObject);
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PlayCrossfade("Gesture, Additive", "FireBomb", 0.1f);
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if (base.isAuthority)
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{
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Fire();
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}
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if (NetworkServer.active && (bool)base.healthComponent)
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{
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DamageInfo damageInfo = new DamageInfo();
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damageInfo.damage = base.healthComponent.combinedHealth * healthCostFraction;
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damageInfo.position = base.characterBody.corePosition;
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damageInfo.force = Vector3.zero;
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damageInfo.damageColorIndex = DamageColorIndex.Default;
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damageInfo.crit = false;
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damageInfo.attacker = null;
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damageInfo.inflictor = null;
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damageInfo.damageType = DamageType.NonLethal | DamageType.BypassArmor;
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damageInfo.procCoefficient = 0f;
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damageInfo.procChainMask = default(ProcChainMask);
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base.healthComponent.TakeDamage(damageInfo);
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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.isAuthority && base.fixedAge >= duration)
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{
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outer.SetNextStateToMain();
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}
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}
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private void Fire()
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{
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RaycastHit hitInfo;
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Vector3 position = ((!base.inputBank.GetAimRaycast(maxDistance, out hitInfo)) ? base.inputBank.GetAimRay().GetPoint(maxDistance) : hitInfo.point);
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = position;
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fireProjectileInfo.rotation = Quaternion.identity;
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageCoefficient * damageStat;
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fireProjectileInfo.force = force;
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fireProjectileInfo.crit = RollCrit();
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fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
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fireProjectileInfo.target = null;
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fireProjectileInfo.speedOverride = 0f;
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fireProjectileInfo.fuseOverride = -1f;
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FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
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ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
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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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