r2mods/ilspy_dump/ror2_csproj/EntityStates.Bandit2.Weapon/BaseSidearmState.cs

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2024-10-04 07:26:37 +00:00
using RoR2.UI;
using UnityEngine;
namespace EntityStates.Bandit2.Weapon;
public class BaseSidearmState : BaseState
{
[SerializeField]
public float baseDuration;
[SerializeField]
public GameObject crosshairOverridePrefab;
protected float duration;
private Animator animator;
private int bodySideWeaponLayerIndex;
private CrosshairUtils.OverrideRequest crosshairOverrideRequest;
public virtual string exitAnimationStateName => "BufferEmpty";
public override void OnEnter()
{
base.OnEnter();
animator = GetModelAnimator();
duration = baseDuration / attackSpeedStat;
if ((bool)animator)
{
bodySideWeaponLayerIndex = animator.GetLayerIndex("Body, SideWeapon");
animator.SetLayerWeight(bodySideWeaponLayerIndex, 1f);
}
if ((bool)crosshairOverridePrefab)
{
crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairOverridePrefab, CrosshairUtils.OverridePriority.Skill);
}
base.characterBody.SetAimTimer(3f);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.characterBody.isSprinting)
{
outer.SetNextStateToMain();
}
}
public override void OnExit()
{
if ((bool)animator)
{
animator.SetLayerWeight(bodySideWeaponLayerIndex, 0f);
}
PlayAnimation("Gesture, Additive", exitAnimationStateName);
crosshairOverrideRequest?.Dispose();
Transform transform = FindModelChild("SpinningPistolFX");
if ((bool)transform)
{
transform.gameObject.SetActive(value: false);
}
base.OnExit();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}