r2mods/ilspy_dump/ror2_csproj/EntityStates.Drone.DroneWeapon/FireMissileBarrage.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Drone.DroneWeapon;
public class FireMissileBarrage : BaseState
{
public static GameObject effectPrefab;
public static GameObject projectilePrefab;
public static float damageCoefficient = 1f;
public static float baseFireInterval = 0.1f;
public static float minSpread = 0f;
public static float maxSpread = 5f;
public static int maxMissileCount;
private float fireTimer;
private float fireInterval;
private Transform modelTransform;
private AimAnimator aimAnimator;
private int missileCount;
private static int FireMissileStateHash = Animator.StringToHash("FireMissile");
private void FireMissile(string targetMuzzle)
{
missileCount++;
PlayAnimation("Gesture, Additive", FireMissileStateHash);
Ray aimRay = GetAimRay();
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild(targetMuzzle);
if ((bool)transform)
{
aimRay.origin = transform.position;
}
}
}
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
if (base.isAuthority)
{
float x = Random.Range(minSpread, maxSpread);
float z = Random.Range(0f, 360f);
Vector3 up = Vector3.up;
Vector3 axis = Vector3.Cross(up, aimRay.direction);
Vector3 vector = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward);
float y = vector.y;
vector.y = 0f;
float angle = Mathf.Atan2(vector.z, vector.x) * 57.29578f - 90f;
float angle2 = Mathf.Atan2(y, vector.magnitude) * 57.29578f;
Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * aimRay.direction);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master));
}
}
public override void OnEnter()
{
base.OnEnter();
modelTransform = GetModelTransform();
fireInterval = baseFireInterval / attackSpeedStat;
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
fireTimer -= GetDeltaTime();
if (fireTimer <= 0f)
{
FireMissile("Muzzle");
fireTimer += fireInterval;
}
if (missileCount >= maxMissileCount && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}