r2mods/ilspy_dump/ror2_csproj/EntityStates.Commando.Comma.../FireShotgun.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.Commando.CommandoWeapon;
public class FireShotgun : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static float damageCoefficient;
public static float force;
public static int bulletCount;
public static float baseMaxDuration = 2f;
public static float baseMinDuration = 0.5f;
public static string attackSoundString;
public static float recoilAmplitude;
public static float spreadBloomValue = 0.3f;
private float maxDuration;
private float minDuration;
private static int FireShotgunStateHash = Animator.StringToHash("FireShotgun");
private static int FireShotgunParamHash = Animator.StringToHash("FireShotgun.playbackRate");
private bool buttonReleased;
public override void OnEnter()
{
base.OnEnter();
AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude);
maxDuration = baseMaxDuration / attackSpeedStat;
minDuration = baseMinDuration / attackSpeedStat;
Ray aimRay = GetAimRay();
StartAimMode(aimRay);
Util.PlaySound(attackSoundString, base.gameObject);
PlayAnimation("Gesture, Additive", FireShotgunStateHash, FireShotgunParamHash, maxDuration * 1.1f);
PlayAnimation("Gesture, Override", FireShotgunStateHash, FireShotgunParamHash, maxDuration * 1.1f);
string muzzleName = "MuzzleShotgun";
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = 0f;
bulletAttack.maxSpread = base.characterBody.spreadBloomAngle;
bulletAttack.bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u);
bulletAttack.procCoefficient = 1f / (float)bulletCount;
bulletAttack.damage = damageCoefficient * damageStat / (float)bulletCount;
bulletAttack.force = force;
bulletAttack.falloffModel = BulletAttack.FalloffModel.DefaultBullet;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = muzzleName;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.HitEffectNormal = false;
bulletAttack.radius = 0f;
bulletAttack.Fire();
}
base.characterBody.AddSpreadBloom(spreadBloomValue);
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
buttonReleased |= !base.inputBank.skill1.down;
if (base.fixedAge >= maxDuration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
if (buttonReleased && base.fixedAge >= minDuration)
{
return InterruptPriority.Any;
}
return InterruptPriority.Skill;
}
}