66 lines
1.6 KiB
C#
66 lines
1.6 KiB
C#
|
using RoR2;
|
||
|
using RoR2.Projectile;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace EntityStates.Huntress.HuntressWeapon;
|
||
|
|
||
|
public class FireArrowOld : BaseState
|
||
|
{
|
||
|
public static GameObject projectilePrefab;
|
||
|
|
||
|
public static GameObject effectPrefab;
|
||
|
|
||
|
public static float baseDuration = 2f;
|
||
|
|
||
|
public static float damageCoefficient = 1.2f;
|
||
|
|
||
|
public static float force = 20f;
|
||
|
|
||
|
private float duration;
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
base.OnEnter();
|
||
|
duration = baseDuration / attackSpeedStat;
|
||
|
Ray aimRay = GetAimRay();
|
||
|
StartAimMode(aimRay);
|
||
|
string muzzleName = "Muzzle";
|
||
|
if ((bool)effectPrefab)
|
||
|
{
|
||
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
|
||
|
}
|
||
|
Animator modelAnimator = GetModelAnimator();
|
||
|
if ((bool)modelAnimator)
|
||
|
{
|
||
|
int layerIndex = modelAnimator.GetLayerIndex("Gesture");
|
||
|
modelAnimator.SetFloat("FireArrow.playbackRate", attackSpeedStat);
|
||
|
modelAnimator.PlayInFixedTime("FireArrow", layerIndex, 0f);
|
||
|
muzzleName = "MuzzleRight";
|
||
|
modelAnimator.Update(0f);
|
||
|
if (base.isAuthority)
|
||
|
{
|
||
|
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void OnExit()
|
||
|
{
|
||
|
base.OnExit();
|
||
|
}
|
||
|
|
||
|
public override void FixedUpdate()
|
||
|
{
|
||
|
base.FixedUpdate();
|
||
|
if (base.fixedAge >= duration && base.isAuthority)
|
||
|
{
|
||
|
outer.SetNextStateToMain();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override InterruptPriority GetMinimumInterruptPriority()
|
||
|
{
|
||
|
return InterruptPriority.Skill;
|
||
|
}
|
||
|
}
|