62 lines
1.3 KiB
C#
62 lines
1.3 KiB
C#
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using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Captain.Weapon;
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public class CallAirstrikeBase : AimThrowableBase
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{
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[SerializeField]
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public float airstrikeRadius;
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[SerializeField]
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public float bloom;
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public static GameObject muzzleFlashEffect;
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public static string muzzleString;
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public static string fireAirstrikeSoundString;
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public override void OnEnter()
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{
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base.OnEnter();
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base.characterBody.SetSpreadBloom(bloom);
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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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base.characterBody.SetAimTimer(4f);
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}
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public override void OnExit()
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{
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Util.PlaySound(fireAirstrikeSoundString, base.gameObject);
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base.OnExit();
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}
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protected override void ModifyProjectile(ref FireProjectileInfo fireProjectileInfo)
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{
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base.ModifyProjectile(ref fireProjectileInfo);
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fireProjectileInfo.position = currentTrajectoryInfo.hitPoint;
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fireProjectileInfo.rotation = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f);
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fireProjectileInfo.speedOverride = 0f;
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}
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protected override bool KeyIsDown()
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{
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return base.inputBank.skill1.down;
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}
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protected override EntityState PickNextState()
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{
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return new Idle();
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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}
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