66 lines
1.4 KiB
C#
66 lines
1.4 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.VoidSurvivor.Weapon;
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public class ReadyMegaBlaster : BaseSkillState
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{
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[SerializeField]
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public GameObject chargeEffectPrefab;
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[SerializeField]
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public string muzzle;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public string exitSoundString;
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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private GameObject chargeEffectInstance;
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public override void OnEnter()
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{
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base.OnEnter();
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Util.PlaySound(enterSoundString, base.gameObject);
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PlayAnimation(animationLayerName, animationStateName);
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Transform transform = FindModelChild(muzzle);
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if ((bool)transform && (bool)chargeEffectPrefab)
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{
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chargeEffectInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
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chargeEffectInstance.transform.parent = transform;
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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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base.characterBody.SetAimTimer(3f);
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if (base.isAuthority && !IsKeyDownAuthority())
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{
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outer.SetNextState(new FireMegaBlasterBig());
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}
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}
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public override void OnExit()
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{
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Util.PlaySound(exitSoundString, base.gameObject);
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if ((bool)chargeEffectInstance)
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{
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EntityState.Destroy(chargeEffectInstance);
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}
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base.OnExit();
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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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