55 lines
1.3 KiB
C#
55 lines
1.3 KiB
C#
|
using UnityEngine;
|
||
|
|
||
|
namespace EntityStates.VoidJailer.Weapon;
|
||
|
|
||
|
public class Fire : GenericProjectileBaseState
|
||
|
{
|
||
|
public static string animationLayerName;
|
||
|
|
||
|
public static string animationStateName;
|
||
|
|
||
|
public static string animationPlaybackRateName;
|
||
|
|
||
|
public static int totalProjectileCount;
|
||
|
|
||
|
public static float maxRandomDistance;
|
||
|
|
||
|
public static float basePriorityReductionDuration;
|
||
|
|
||
|
private float priorityReductionDuration;
|
||
|
|
||
|
private Transform muzzleTransform;
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
muzzleTransform = FindModelChild("ClawMuzzle");
|
||
|
base.OnEnter();
|
||
|
base.characterBody.SetAimTimer(duration + 3f);
|
||
|
for (int i = 1; i < totalProjectileCount; i++)
|
||
|
{
|
||
|
FireProjectile();
|
||
|
}
|
||
|
priorityReductionDuration = basePriorityReductionDuration / attackSpeedStat;
|
||
|
}
|
||
|
|
||
|
protected override Ray ModifyProjectileAimRay(Ray aimRay)
|
||
|
{
|
||
|
aimRay.origin += Random.insideUnitSphere * maxRandomDistance;
|
||
|
return aimRay;
|
||
|
}
|
||
|
|
||
|
protected override void PlayAnimation(float duration)
|
||
|
{
|
||
|
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateName, duration);
|
||
|
}
|
||
|
|
||
|
public override InterruptPriority GetMinimumInterruptPriority()
|
||
|
{
|
||
|
if (!(base.fixedAge > priorityReductionDuration))
|
||
|
{
|
||
|
return InterruptPriority.PrioritySkill;
|
||
|
}
|
||
|
return InterruptPriority.Skill;
|
||
|
}
|
||
|
}
|