r2mods/ilspy_dump/ror2_csproj/EntityStates.Commando.Comma.../FirePistol2.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Skills;
using UnityEngine;
namespace EntityStates.Commando.CommandoWeapon;
public class FirePistol2 : BaseSkillState, SteppedSkillDef.IStepSetter
{
public static GameObject muzzleEffectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static float damageCoefficient;
public static float force;
public static float baseDuration = 2f;
public static string firePistolSoundString;
public static float recoilAmplitude = 1f;
public static float spreadBloomValue = 0.3f;
public static float commandoBoostBuffCoefficient = 0.4f;
public static float trajectoryAimAssistMultiplier = 0.75f;
private int pistol;
private Ray aimRay;
private float duration;
private static int FirePistolLeftStateHash = Animator.StringToHash("FirePistol, Left");
private static int FirePistolRightStateHash = Animator.StringToHash("FirePistol, Right");
void SteppedSkillDef.IStepSetter.SetStep(int i)
{
pistol = i;
}
private void FireBullet(string targetMuzzle)
{
Util.PlaySound(firePistolSoundString, base.gameObject);
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
AddRecoil(-0.4f * recoilAmplitude, -0.8f * recoilAmplitude, -0.3f * recoilAmplitude, 0.3f * recoilAmplitude);
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = 0f;
bulletAttack.maxSpread = base.characterBody.spreadBloomAngle;
bulletAttack.damage = damageCoefficient * damageStat;
bulletAttack.force = force;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = targetMuzzle;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.radius = 0.1f;
bulletAttack.smartCollision = true;
bulletAttack.trajectoryAimAssistMultiplier = trajectoryAimAssistMultiplier;
bulletAttack.Fire();
}
base.characterBody.AddSpreadBloom(spreadBloomValue);
}
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
aimRay = GetAimRay();
StartAimMode(aimRay, 3f);
if (pistol % 2 == 0)
{
PlayAnimation("Gesture Additive, Left", FirePistolLeftStateHash);
FireBullet("MuzzleLeft");
}
else
{
PlayAnimation("Gesture Additive, Right", FirePistolRightStateHash);
FireBullet("MuzzleRight");
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
if (base.activatorSkillSlot.stock <= 0)
{
outer.SetNextState(new ReloadPistols());
}
else
{
outer.SetNextStateToMain();
}
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}