r2mods/ilspy_dump/ror2_csproj/EntityStates.Loader/FireHook.cs

95 lines
2.6 KiB
C#
Raw Normal View History

2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Loader;
public class FireHook : BaseSkillState
{
[SerializeField]
public GameObject projectilePrefab;
public static float damageCoefficient;
public static GameObject muzzleflashEffectPrefab;
public static string fireSoundString;
public GameObject hookInstance;
protected ProjectileStickOnImpact hookStickOnImpact;
private bool isStuck;
private bool hadHookInstance;
private uint soundID;
private static int FireHookIntroStateHash = Animator.StringToHash("FireHookIntro");
private static int FireHookLoopStateHash = Animator.StringToHash("FireHookLoop");
private static int FireHookExitStateHash = Animator.StringToHash("FireHookExit");
public override void OnEnter()
{
base.OnEnter();
if (base.isAuthority)
{
Ray ray = GetAimRay();
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.position = ray.origin;
fireProjectileInfo.rotation = Quaternion.LookRotation(ray.direction);
fireProjectileInfo.crit = base.characterBody.RollCrit();
fireProjectileInfo.damage = damageStat * damageCoefficient;
fireProjectileInfo.force = 0f;
fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
fireProjectileInfo.procChainMask = default(ProcChainMask);
fireProjectileInfo.projectilePrefab = projectilePrefab;
fireProjectileInfo.owner = base.gameObject;
FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
}
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, "MuzzleLeft", transmit: false);
Util.PlaySound(fireSoundString, base.gameObject);
PlayAnimation("Grapple", FireHookIntroStateHash);
}
public void SetHookReference(GameObject hook)
{
hookInstance = hook;
hookStickOnImpact = hook.GetComponent<ProjectileStickOnImpact>();
hadHookInstance = true;
}
public override void FixedUpdate()
{
base.FixedUpdate();
if ((bool)hookStickOnImpact)
{
if (hookStickOnImpact.stuck && !isStuck)
{
PlayAnimation("Grapple", FireHookLoopStateHash);
}
isStuck = hookStickOnImpact.stuck;
}
if (base.isAuthority && !hookInstance && hadHookInstance)
{
outer.SetNextStateToMain();
}
}
public override void OnExit()
{
PlayAnimation("Grapple", FireHookExitStateHash);
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, "MuzzleLeft", transmit: false);
base.OnExit();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Pain;
}
}