r2mods/ilspy_dump/ror2_csproj/EntityStates.HAND.Weapon/FireWinch.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.HAND.Weapon;
public class FireWinch : BaseState
{
public static GameObject projectilePrefab;
public static GameObject effectPrefab;
public static float duration = 2f;
public static float baseDuration = 2f;
public static float damageCoefficient = 1.2f;
public static float force = 20f;
public override void OnEnter()
{
base.OnEnter();
Ray aimRay = GetAimRay();
StartAimMode(aimRay);
string muzzleName = "WinchHole";
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration / attackSpeedStat && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}