90 lines
2.2 KiB
C#
90 lines
2.2 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.EngiTurret.EngiTurretWeapon;
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public class FireGauss : BaseState
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{
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public static GameObject effectPrefab;
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public static GameObject hitEffectPrefab;
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public static GameObject tracerEffectPrefab;
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public static string attackSoundString;
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public static float damageCoefficient;
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public static float force;
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public static float minSpread;
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public static float maxSpread;
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public static int bulletCount;
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public static float baseDuration = 2f;
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public int bulletCountCurrent = 1;
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private float duration;
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private static int FireGaussStateHash = Animator.StringToHash("FireGauss");
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private static int FireGaussParamHash = Animator.StringToHash("FireGauss.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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Util.PlaySound(attackSoundString, base.gameObject);
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Ray aimRay = GetAimRay();
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StartAimMode(aimRay);
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PlayAnimation("Gesture", FireGaussStateHash, FireGaussParamHash, duration);
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string muzzleName = "Muzzle";
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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BulletAttack bulletAttack = new BulletAttack();
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bulletAttack.owner = base.gameObject;
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bulletAttack.weapon = base.gameObject;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.minSpread = minSpread;
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bulletAttack.maxSpread = maxSpread;
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bulletAttack.bulletCount = 1u;
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bulletAttack.damage = damageCoefficient * damageStat;
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bulletAttack.force = force;
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bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
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bulletAttack.muzzleName = muzzleName;
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bulletAttack.hitEffectPrefab = hitEffectPrefab;
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bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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bulletAttack.HitEffectNormal = false;
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bulletAttack.radius = 0.15f;
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bulletAttack.Fire();
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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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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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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}
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}
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