60 lines
1.4 KiB
C#
60 lines
1.4 KiB
C#
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using RoR2.Projectile;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.VoidJailer;
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public class DeathState : GenericCharacterDeath
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{
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public static GameObject deathBombProjectile;
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public static float duration;
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public static string muzzleName;
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private Transform muzzleTransform;
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protected override bool shouldAutoDestroy => false;
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protected override void PlayDeathAnimation(float crossfadeDuration = 0.1f)
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{
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PlayCrossfade("Body", "Death", "Death.playbackRate", duration, 0.1f);
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}
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public override void OnEnter()
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{
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base.OnEnter();
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muzzleTransform = FindModelChild(muzzleName);
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if ((bool)muzzleTransform && base.isAuthority)
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{
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = deathBombProjectile;
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fireProjectileInfo.position = muzzleTransform.position;
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fireProjectileInfo.rotation = Quaternion.LookRotation(base.characterDirection.forward, Vector3.up);
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat;
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fireProjectileInfo.crit = base.characterBody.RollCrit();
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ProjectileManager.instance.FireProjectile(fireProjectileInfo);
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}
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (base.fixedAge >= duration)
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{
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DestroyModel();
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if (NetworkServer.active)
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{
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DestroyBodyAsapServer();
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}
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}
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}
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public override void OnExit()
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{
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DestroyModel();
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base.OnExit();
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}
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}
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