57 lines
1.6 KiB
C#
57 lines
1.6 KiB
C#
|
using RoR2;
|
||
|
using RoR2.Projectile;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace EntityStates.Vulture.Weapon;
|
||
|
|
||
|
public class FireWindblade : BaseSkillState
|
||
|
{
|
||
|
public static float baseDuration;
|
||
|
|
||
|
public static string muzzleString;
|
||
|
|
||
|
public static GameObject muzzleEffectPrefab;
|
||
|
|
||
|
public static GameObject projectilePrefab;
|
||
|
|
||
|
public static float damageCoefficient = 1.2f;
|
||
|
|
||
|
public static float force = 20f;
|
||
|
|
||
|
public static string soundString;
|
||
|
|
||
|
private float duration;
|
||
|
|
||
|
private static int FireWindbladeStateHash = Animator.StringToHash("FireWindblade");
|
||
|
|
||
|
private static int FireWindbladeParamHash = Animator.StringToHash("FireWindblade.playbackRate");
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
base.OnEnter();
|
||
|
duration = baseDuration / attackSpeedStat;
|
||
|
PlayAnimation("Gesture, Additive", FireWindbladeStateHash, FireWindbladeParamHash, duration);
|
||
|
Util.PlaySound(soundString, base.gameObject);
|
||
|
if ((bool)muzzleEffectPrefab)
|
||
|
{
|
||
|
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleString, transmit: false);
|
||
|
}
|
||
|
Ray aimRay = GetAimRay();
|
||
|
if (base.isAuthority)
|
||
|
{
|
||
|
Quaternion quaternion = Util.QuaternionSafeLookRotation(aimRay.direction);
|
||
|
Quaternion quaternion2 = Quaternion.AngleAxis(Random.Range(0f, 360f), aimRay.direction);
|
||
|
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, quaternion2 * quaternion, base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void FixedUpdate()
|
||
|
{
|
||
|
base.FixedUpdate();
|
||
|
if (base.fixedAge >= duration)
|
||
|
{
|
||
|
outer.SetNextStateToMain();
|
||
|
}
|
||
|
}
|
||
|
}
|