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

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2024-10-04 07:26:37 +00:00
using System;
using RoR2;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.HAND.Weapon;
public class Slam : BaseState
{
public static float baseDuration = 3.5f;
public static float returnToIdlePercentage;
public static float impactDamageCoefficient = 2f;
public static float earthquakeDamageCoefficient = 2f;
public static float forceMagnitude = 16f;
public static float radius = 3f;
public static GameObject hitEffectPrefab;
public static GameObject swingEffectPrefab;
public static GameObject projectilePrefab;
private Transform hammerChildTransform;
private OverlapAttack attack;
private Animator modelAnimator;
private float duration;
private bool hasSwung;
private static int SlamStateHash = Animator.StringToHash("Slam");
private static int SlamParamHash = Animator.StringToHash("Slam.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modelAnimator = GetModelAnimator();
Transform modelTransform = GetModelTransform();
attack = new OverlapAttack();
attack.attacker = base.gameObject;
attack.inflictor = base.gameObject;
attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
attack.damage = impactDamageCoefficient * damageStat;
attack.hitEffectPrefab = hitEffectPrefab;
attack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
if ((bool)modelTransform)
{
attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == "Hammer");
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
hammerChildTransform = component.FindChild("SwingCenter");
}
}
if ((bool)modelAnimator)
{
PlayAnimation("Gesture", SlamStateHash, SlamParamHash, duration);
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && (bool)modelAnimator && modelAnimator.GetFloat("Hammer.hitBoxActive") > 0.5f)
{
if (!hasSwung)
{
Ray aimRay = GetAimRay();
EffectManager.SimpleMuzzleFlash(swingEffectPrefab, base.gameObject, "SwingCenter", transmit: true);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * earthquakeDamageCoefficient, forceMagnitude, Util.CheckRoll(critStat, base.characterBody.master));
hasSwung = true;
}
attack.forceVector = hammerChildTransform.right;
attack.Fire();
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}